Robotech: Battlecry - Walkthrough

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Robotech Battlecry
__________________
non-robosexual Walkthrough
Introduction
Robotech fans in North America will know the Valkerie Veritech from way back
in 1985, when it was a much better alternative to the Voltron-slash-Hanna
Barbera Happy Hour. Stressing individual prowress rather than the
fake "teamwork" (yeah, my teamwork) of the Voltron super-mecha, Veritechs also
exemplified the synergy of aircraft, tank, and infantry. Thus, a Veritech will
accordingly have three different modes by which it may function. Each mode
uses an entirely different set of controls, and in a sense, combine three
vehicles into one (like a Transformer Triple-Changer). Although knowing how to
use each mode is important, it is even more important that aspiring Veritech
pilots know when to use each mode, or they may wind up decorating the nearest
enemy ship with their bloody viscera. Do yourself a favour after starting up
the game and head to the Academy Training Course. The one and only Roy Fokker
his own self will be talking you through each mode and what it can do.

Basic Training - Viffing for Rookies 101

"B" Battloid Mode
With no disrespect to FASA's 3025 Valkerie, the Valkerie Veritech in Battloid
mode is virtually identical to what you stupid humans would know as a
humanoid "mech". It moves very much you would move any "behind the character
camera view" character whereby the Left Joystick dictates motion. Battloid
mode is the slowest of the three modes, and used when you need to take cover,
or take things slowly. It is not as maneuverable or speedy as the other modes,
but it does have the prime advantage of turning direction quickly. Battloid
mode is also the prime mode in dealing with far-off enemies using its Sniper
Capability.
XBox Left Joystick
Movement. Dictates whether the Battloid walks (or runs, use analog) forward,
backward, or turns to the left or right.
XBox Triggers
Strafing. Strafe move left or right, respectfully. Strafing is also analog
sensitive on the XBox (you lucky dogs), so you Microsoft Acolytes can run or
walk strafing. When Sniper Capability is activated, the triggers will adjust
zoom.
XBox Green Button
Boost. This activates the Battloid's booster jets (jump jets). To ascend,
simply hold down the A Button with the Left Joystick neutral. To descend,
release the A Button to drift down to the ground. Remember that heights will
damage your Veritech's armour, so try to get a soft landing or change into
another mode prior to hitting the concrete. To move forward or backward in the
air, use the Left Joystick while boost is engaged.
XBox Blue Button
Primary fire. This is the Battloid's main gun (an autocannon, no doubt). For
the purposes of the game, it has infinite ammo, although I'm sure those of you
who played the pen and paper version of Macross, Southern Cross, Robotech, or
whatever, will know that there were ammunition limits. Battlecry does limit
the weapon in the terms of "heat". Notice the green coolant bar on screen? As
you fire the Battloid's main gun, the green bar decreases incrementally. Once
the green bar is depleted, the gun has overheated and will require a period of
inactivity to be functional again. Learn quickly to pace your shots, or you
will find yourself unable to fire back at enemies.
XBox Red Button
Secondary fire. Unlike the other modes, Battloid mode uses the main gun for
primary and secondary fire, so wise husbandry of the green coolant meter is
essential to not turning into a radioactive alloy sludge drifting in space.
The Battloid's secondary fire will have it fire a rapid number of weaker shots
instead of slower, more powerful ones. In this mode, it will also
automatically track and destroy any missiles in its forward firing aspect (on
the vertical and horizontal axes). While the use is obvious, it is far better
to use chaff (in Fighter Mode) rather than depend on Battloid AA duty. The
targeting skill of a Veritech model will partly affect how well it does anti-
missile defence.
XBox Yellow Button
Battloid Special, Sniper Capability. This is the primary reason to use
Battloid mode in static surface battles. The Y Button toggles between this
view and "normal" Battloid view. While bracing in sniper fashion, the Battloid
cannot move from its current position. Use the triggers to adjust zoom while
in this view. Both the primary and secondary fire buttons will fire the same
type of shot in this view, so it doesn't matter which button is pressed.
Holding down either fire button also builds the shot to do increased damage,
but at the proportional increase of heat. Sometimes, if you can see an enemy
in the distant haze before they get a whiff of your Veritech, you can
eliminate that enemy before they can even react.
"G" Guardian (Gerwalk) Mode
This is the ideosyncratic graphic of the Veritech: half plane and half walker,
Guardian (or Gerwalk) mode combines the best of Battloid and Fighter modes
into this bizarre package. While in Gerwalk, you cannot move backwards, so you
may consider changing into Battloid if you need to beat a hasty retreat.
Gerwalk mode hovers constantly, and works great against stationary or slow
moving foes, is extremely agile and hard to hit if there is ample hard cover.
Certainly, the missiles that are available to you while in Gerwalk are a big
boon to those of us who adore fire-and-forget weaponary.
XBox D-Pad
Adjust Cruising Speed. Up and down adjusts the forward cruising speed while in
Gerwalk mode. If Up is used to switch to Gerwalk, you will move at full
cruising speed forward. If Down is used, you will change into Gerwalk but will
remain hovering (unless you boost).
XBox Left Joystick
Turning and Climbing. Changes the heading and altitude of the Gerwalk. To move
forward, either use the adjustable throttle on the D-pad, boost, or strafe.
XBox Triggers
Strafing. Like the Battloid, but much smoother and faster. Sometimes, you will
want to use this as your primary manner of movement if you are moving over
short distances. It is certainly faster to engage this than adjusting the
throttle.
XBox Green Button
Boost. Unlike Battloid mode, boosting while in Gerwalk will cause it to move
forward at full speed (as opposed to the throttle's cruising speed). This is
faster than the Battloid at running speed, but much slower than Fighter mode.
Sometimes, this is the fastest you can move anyway, so live with it.
XBox Blue Button
Primary fire. The main gun is used much like it was used in Battloid mode. Be
careful not to overheat the gun, and be sure to back up your attacks with
missile volleys.
XBox Red Button
Secondary fire. Press and hold to lock-on, release to fire. The Gerwalk uses
what the game calls "Light Missiles". Why you can't use heavy missiles in
Gerwalk is a complete mystery. In any case, a Gerwalk's Light Missiles are
fire-and-forget weapons. They track the currently targeted enemy (if you are
not, the volley is wasted). You can lock onto multiple targets (up to a
maxmimum determined by your Veritech's targeting statistic) and launch
multiple missile volleys. Missile Volleys "reload" over time for the purpose
of this game.
XBox Yellow Button
Gerwalk Special, Fetch/Retrieve Item. Using this special ability, your
Veritech can pick and carry items. If you're thinking what I'm thinking, then
you're right: it's an objective only action, so unless you need the Gerwalk's
unique mobility, there is no need to change into Gerwalk mode.
"F" Fighter mode
This is the fastest and hardest hitting mode of the Veritech. You can do
incredible damage with the Sniper Capability in Battloid form, but you can do
even more damage to multiple enemies using the Fighter's Heavy Missile
Volleys. The Fighter is used more often than not in the space missions, so be
prepared to dig into your flight sims for some age, old attack and evade
tactics. For the record, it is an American F-111.
XBox Left Joystick
Flight Stick. Changes the heading and altitude of the Fighter, just like a
flight simulator. The Fighter constantly moves forward, so you have nearly
zilch speed control options beyond changing into another mode, or using the
boost.
XBox Triggers
Banking. The Fighter banks and winds up on the side. This comes into play when
you need to slip past narrow canyons, or squeeze by buildings. Used in
conjunction with the boost, the Fighter can barrel roll. Banking while turning
will allow for a tighter turning circle than turning with the Left Joystick
alone.
XBox Green Button
Boost. Similar to Gerwalk mode, boosting in Fighter mode drives the machine
forward. This burst of speed can be maintained without limit, so if you need
to operate at a high speed, you should simply hold down the A Button and boost
away. Keep in mind that higher speeds yield larger turning circles.
XBox Blue Button
Primary fire. The main gun is used much like it was used in Battloid and
Gerwalk mode, but fires as fast as Battloid secondary fire. Be careful not to
overheat the gun and to use the cannon to kill enemies weakened by your
missile volleys.
XBox Red Button
Secondary fire. Press and hold to lock-on, release to fire. Fighter
mode's "Heavy Missiles" do more damage than the Gerwalk's "Light Missiles".
Heavy Missiles also have more range, but are prone to lose their targets more
do to their higher speed. However, properly used, a full load of Heavy
Missiles can reduce even the toughest targets to slag in a matter of seconds.
It all depends when and how you use them. Like all missiles, Heavy Missiles
track the currently targeted enemy (if you are not locked-on, the volley is
wasted). You can lock onto multiple targets (up to a maxmimum determined by
your Veritech's targeting statistic) and launch multiple missile volleys.
XBox Yellow Button
Fighter Special, Countermeasures (Chaff). Using this special ability, your
Veritech will expend a missile volley to produce chaff that attracts enemy
missiles. Chaff doesn't last very long (about five seconds) so use chaff only
if you detect missiles launched your way. One dose of chaff will draw the ire
of all the missile volleys in range; occasionally, you will need multiple
applications of chaff to deal with delayed volley sets.
XBox Triggers, A Button, and Left Joystick Down
Split-S. This move is only available to the Fighter (obviously) and is used to
make a U-turn, much like in Star Fox 64. You can do a Split-S while climbing
if you leave out the XBox Triggers in the move (by just climbing and boosting).
Targeting and Game Controls
Some controls are shared across all three modes. These are mainly the
targeting controls and ancilliary game functions, like pausing, objectives,
and restarting your mission because you were too distracted by Minmei the
Bimbo bouncing in a bikini to realise a Zentradi Death Beam was sterilising
your Veritech's crotch.
XBox Right Joystick
Target select. Auto-Selection of existing and visible targets. This only
applies to targets on the screen. Move the Joystick in the direction of the
enemy you want to target and it will be highlighted as the primary target
(acquired by your primary and secondary fire).
XBox White Button
Target cycle. Auto-cycles through the entire batch of enemies on screen at the
moment; each press of White Button will change to the next available target.
When no valid targets are available on the screen, pressing the White Button
will cause your Veritech to deselect its off-screen target.
XBox Start Button
Pauses the game and accesses various game menus. Your restart mission option
is here. You'll be coming back here. A lot. Start also skips some movies as
well.

Targeting, RADAR, and HUD Displays

Red reticule
Targeting is a supremely important task in Battlecry. If you do not know what
you are shooting at, you have no business playing soldier. Your primary
target - that is, the one victim of your gun - is bracketed in a red reticule.
When you fire your primary or secondary weapons, your weapon fire will attempt
to lock-on and hit the unit bracketed in red. Even if there are more than one
enemy on screen, your Veritech's main gun will only track and fire on the
primary target (unless something gets in the way). You can switch primary
targets by using the Right Joystick, or cycle through available on screen
targets using the Cycle Target function.
Red RADAR Dots
These are enemy units. Unless you know there are inifinite enemies in a
mission, or have a defend target priority, you should eliminate all enemy
units to clear the stage. Head to the largest grouping of red dots and let
those missiles fly! If you are interested in regenerating missile volleys, you
should run the other way. Dots that seem ot have lines drawn to a dark disk on
the RADAR are not on the same vertical plane as you. A dot with a dark line
drawn above it means a target is below you; a dot with a dark line drawn below
it means a target is above you.
Red RADAR Pointer
Shows you where your current primary target is in relation to you. Don't
forget that the top of the RADAR is the front of what you see from the
Valkerie. The size of the pointer determines the proximity of the target to
you. A large pointer means the target is far away, while a small pointer means
the target just left the fringe of your RADAR.
Yellow reticule (Large)
This reticule only shows up if you are using missiles as weapons. Holding down
the secondary fire button will instruct your Veritech's gunnery computer to
lock onto additional enemy units (up to the models' statistical maximum).
Yellow reticules show you which other units are the recipients of an all-
expense paid tac-nuke warhead up their alien asses. Recipients of yellow
reticules cannot be exchanged; to cancel a missile volley on yellow bracketed
targets, change to Battloid mode and release the secondary fire key.
Yellow Reticule (Small)
This reticule only appears if you are in Fighter mode. It is a leading
reticule that tells you where to aim your main gun. The Veritech's gunnery
computer has calculated (to the best of its ability) where the primary target
will be from it's present course; by aiming and firing at the leading
reticule, you will increase the chance of your gun's shots hitting their mark
by the time the target reaches that point. Of course, this assumes that the
target keeps travelling in that vector. Many times, you won't hit a target if
the leading reticule is say, 4000 metres away from the red reticule.
Yellow Crosshair
This is the HUD equivalent corsshair for your main gun. Where it aims at is
where the bullets will go. This "pipper" is visible in all three Veritech
modes and is your guide to what you're aiming at.
Yellow RADAR Pointer
Shows you the proximity of enemy missiles. Yellow pointers are always bad
news, period. When you have a yellow pointer on your RADAR, dump chaff when
the pointer gets small, and try to run perpendicular to the pointer as you
engage countermeasures, or do a Split-S with chaff.
Green RADAR Dots
These are objective items that can be grabbed by the Veritech in Gerwalk mode.
Some can be destroyed (rarely), but most of the time, they will be destroyed
when your Veritech blows up while carrying the item. Game over in either case.
Blue reticule
This is a bracket for friendly units only. You can never select
your "friends", so just live with the fact. Each blue reticule has a health
meter of that unit on the bottom of the bracket. Keep an eye on it for you and
the insurance companies' interest.
Blue RADAR Dots
These are friendly units. Many times, it will fellow Veritechs or Destroid
units who will be assisting you in the fight against the aliens, but many
times, it will be a friendly-but-unarmed unit that needs your undevoted
attention to keep alive. Friendly units have their health displayed as a meter
on the bottom of the Blue reticule.
Blue RADAR Pointer
This is the mission objective, or something to do with completing the current
mission. Make a note of where it is and how to get back to it using landmarks.
Sometimes, even the RADAR arrow can't help you if you are lost in a twisting
canyon maze.
Damage States
All mecha and machinery exhibit different states of damage depending on the
damage taken. Light and moderate damage are hardly indicated at all. The
visual clue to severe damage (as in A More Violent Attack Awaits You - Pay
Attention!) is having your Valkerie start sparking electricity from the mid-
section. Severe or critical damage involves black smoke. Lots of black smoke.
When you see black smoke on any machine, friend or foe, one good missile
volley will kill it instantly, so beware!

Combat Approach

So you want to know what modes can do what, don't you? I bet you're aiming you
can pit a Veritech up against any number of other mecha out there (Heavy Gear,
Armored Core, Power DOLLS, Battletech, etc.) and come out on top? Well, not
with that attitude, boy-o. First off, you should know that while a Valkerie
Veritech may be a line unit, it is an aerospace line unit. And a light one at
that. It can't take too much damage before it blows up into alloy kibble. The
Valkerie Veritech fighter is designed to engage and evade enemy units. Agility
is its key to survival; if you try to slug it out with front line shock units,
you may want to wait for a Destroid game (if there is one at all). Engage and
evade is a simple tactic, but one that involves many steps. Some other
collorary concepts from other sources will also come into play. Take note, and
survive long enough to seize a woman and have her pop out children in the
Occupied Territories after the war.
Step One - The Approach
The first thing you need to do when you encounter hostile units is how do you
approach them without getting hit? Since the Valkerie has so little armour to
begin with, you will need to conserve your armour for the encounters that
almost require you to be bathed in blood. You need to gauge where your target
is, and where you are. If you are surrounded by hilly or mountainous terrain,
then you may opt to approach using Gerwalk or (shudder) Battloid. However, in
most case, you will be using Fighter mode to launch the initial thrust.
The Fighter is the obvious choice since it packs Heavy Missiles that can
weaken the target to allow it to be killed later with the main gun, plus it
will damage any other enemies you have around. Approach at a high speed
oblique angle. You try not to run straight into the target since most enemies
will have their targeting gear adapted for ranging their weapons straight
ahead. By closing distance quickly, you also narrow the margin of error for
your leading reticule, thus increasing your hit percentage; at the same time,
you will overshoot much of the weapon fire coming your way.
Step Two - The Attack
Many pilots will find their missile bays empty far too early in the battle
(within five seconds). Seasoned pilots will learn to launch just one or two
volleys before settling down to use the main gun to finish the job. This of
course, depends on how desperate your situation is. Attacking a single large,
heavily armoured re-entry pod would ask that you use all your missiles in
reducing its functional integrity (health), but what if more show up?
You naturally cannot hope to achieve even a 20% accuracy on fast moving agile
targets, let alone one that keeps firing back. For fast moving or multiple
weak targets, use Heavy Missiles. If you need to trade accuracy for damage,
change to Gerwalk, launch the volley, then shift back into Fighter mode. For
stationary targets like ship turrets, or slow targets like shuttles and
reentry pods, resort to the main gun after the first volley of missiles. By
pacing your weapons, you will always have an ample supply of pain to deal out
for each new enemy wave.
Step Three - The Escape
Once you made your attack, it's time to decide where to run to. The best thing
would be for the attack to have neutralised the target, giving you more "safe
space" to be in but that is not the case most of the time. Change into Fighter
mode if you haven't already. Then boost and get the hell out of Dodge. Take a
glance at the RADAR and see if you picked up any yellow pointers. If you did,
decide whether those missiles are coming back (small pointer) or would most
likely hit something else (large pointer). Use chaff to decoy incoming
missiles, or you can provide them another target to destroy by having
something large intervene on their flight path, preferably something
indestructable (like a Zentradi Captial Ship). Circle around a landmark or
object you can use to gauge where you are, then head back and make another
pass on the target until destroyed.
Supplementary TacticsPriority
You need to decide what's more important in a fight. This unit? Or that unit?
Protect the friendly? Or attack the most dangerous enemy? Although offence is
sometimes the best defence, it isn't always the case. On defend missions for
example, while it is theoretically possible to terminate all enemy units on
the map, usually, the mission ends when the friendly unit reaches a certain
spot on the map. So if all you do is keep it alive by killing enemy units near
it, you will eventually finish the mission.
Turn and Burn
The Battloid turns the fastest, so if you need to do a quick turn around in a
narrow space with the Fighter, turn as a Battloid, then fly back as a Fighter.
The narrow time frame that you are in Battloid mode should pose little threat
if you threw out chaff just prior to changing forms.
Gerwalk Shuffle
The Gerwalk is highly capable in urban combat. In the right hands, it is
downright lethal. Its mix of speed and missiles is unmatched by what the
Battloid has, and the Fighter is too unwiedly in city terrain to be truly
useful. Using the Gerwalk's innate mobility, you can try the "strafing sucker
punch" tactic from countless FPS games by strafing out from corners and
unleashing your missiles. As soon as the volley is unleashed, head for cover.
Enemy damaged. You undamaged.
Gerwalk Circle Shuffle
Very much like the Gerwalk Shuffle, but basically circle strafing from the FPS
games. Circle around an enemy and fire on it while it tries to draw a bead on
you. The Gerwalk's ability to strafe in one direction while changing altitude
will allow the Gerwalk Circle Shuffle to work much more effectively than
simple circle strafing.
Snipe O'Rama
Useful only in some later stages, Sniper Capability is highly useful in taking
out Male Powered Armour, all manner of Battle Pods, and emplaced weapons. The
problem is finding a good spot to nest since most cities or landscapes were
never made to hide a 30 foot tall mech. In many cases, a mix of Gerwalk and
Battloid will let you get to the places you can snipe from, but sniping is not
a highly touted skill in Battlecry.
Space Superiority
The United States Naval Academy at Annapolis has a simple formula for victory:
OOSSSSMEC. I won't go into all the details, but suffice to say that one of the
elements matter in the tactics of any war-game. Superiority at Point of
Contact. By using the strength of your Fighter's Heavy Missiles, you can use
the initial barrage of arms to bombard half the opposition into oblivion
before the fight degenerates into a turning, twisting dog-fight polluted with
countermeasures. This reduces the number of units you combat, in addition to
reducing the potential that you will be attacked in turn. Battlecry finds you
outnumbered many times more, so you will not be using this tactic often;
however, coupled with the engage and evade rule above, you can engage using
superior force of arms and resort to the main gun before you repeat the
process.

The Valkeries

VT-1D
Armour: 100%
Mobility: Low
Volleys: 4
Max Targets: 3
Max Volleys: 4
Good Points: Highest armour stat of all Valkerie models
Bad Points: Low agility, Low speed, Slowest missile reload
Assessment
Lowest number of target lock-ons. If you want a Valkerie that can holds its
own, this is the most heavily armoured model. Although only a trainer, it is a
highly capable war machine. However, keep in mind that you are not a flying
assault mech. Several good hits from a Zentradi Death Beam and you'll be
pushing up the daisies before you know it. The VT-1D should be used on
missions that enable you to be in Battloid mode more than any other mode. Use
the model's armour to absorb damage from stray weapons fire as you snipe at
and destroy enemy forces. This model shines in the Missions "Welcome to Zen
City" and "Lightning Strike".
VF-1A
Armour: 80%
Mobility: Medium
Volleys: 6
Max Targets: 4
Max Volleys: 6
Good Points: Most balanced model, Max used this model and never died.
Bad Points: Less armour compared to the D-model, Relatively slow missile
reloads
Assessment
This is the model of Valkerie you should be using for most of the missions. If
it's good enough for Max, it's good enough for Jack Archer. But then again,
Max was some kinda spectacle-wearing-supa-nerd-freak who can't die and got hot
alien women to sleep with him and make babies, thousands of babies, in the
Occupied Territories. For all intents and purposes though, you will have to
make do with this model for the greater amount of missiles and enhanced
targetting gear when he starts. Once you unlock the 1J, you may want Jack to
upgrade his Valkerie, but don't forget that the 1A is a deadly machine in the
hands of a seasoned pilot.
VF-1J
Armour: 60%
Mobility: Medium
Volleys: 8
Max Targets: 4
Max Volleys: 8
Good Points: Increased missile payload compared to the VF-1A, Miriya used this
model to carry her baby and never died.
Bad Points: Less armour compared to the A-model, Not initially available;
Miriya stigma, Must clear Mission "Knife's Edge" to unlock.
Assessment
This model of the Valkerie is one of the better ones to operate with,
downgrading armour for more speed, agility, and missile payload. The 1J is a
good platform for most missions but unfortunately, you will have to earn it by
finishing "Knife's Edge" before you can reap its benefits. Although "Knife's
Edge" is relatively easy using a VT-1D (Trainer mech! Trainer mech!) you will
wish that you had the 1J in earlier confrontations where you needed more
missile volleys than the VF-1A could provide.
VF-1S
Armour: 40%
Mobility: High
Volleys: 8
Max Targets: 5
Max Volleys: 8
Good Points: The best lock-on ability, along with the R model, Hikaru (Rick
Hunter) used this model ... dated/slept with both Minmei and Lisa Hayes ...
possibly at the same time. For all the saucy details, go to kinky-macross@we-r-
all-lame-ass-nerds.com
Bad Points: Second lightest armour in the game, Not initially available, We
are all nerds ... and nerds are cool, Must clear all Chapter 3 Missions to
unlock.
Assessment
This is Skull Leader's Valkerie. Need I say more? Well actually, yes. Unless
you are flying this craft like Skull Leader, chances are that you will be shot
down in a fiery conflagaration of platisteel and bio-metal. The 1S model has
very light armour but blazing speed. It's targeting statistic is among the
highest of all the Valkerie models, and if you manage to couple it with
the "Super" Add-on (the FAST pack), you will be able to launch missile volleys
all day. However, getting it is another matter. You will need to meet several
prerequisites before you get this prized model.
VF-1R
Armour: 20%
Mobility: High
Volleys: 8
Max Targets: 5
Max Volleys: 8
Good Points: Also a very good targeting computer, Very fast and nimble.
Bad Points: What armour? Not initially available, Never fly this without a
FAST Pack, Must clear game to unlock.
Assessment
If you can find a lighter and flimsier mech, I'd like to see it. A small group
of Battle Pods (or air rifles) can take this Valkerie model out with little or
no problem. Luckily, it is phenomenally easy to get (just finish the game) but
I doubt you will be using it much for anything except in speed runs (where you
need to run more than you fight). For extra challenge, try finishing the
Missions "Welcome to Zen City" or "Lightning Strike" with this model.
Unbelievably, someone mentioned that this was to replace the standard 1A
models so commonly in use.
Super Add-on (FAST Pack)
To Unlock: Unlock Chapter Four
Available for Story and Versus mode, the Super Add-on are two elongated
external weapon pods mounted on the top of a Valkerie Veritech. The FAST Pack
increases the statistics for Armour, Speed, and Missiles while reducing
Agility. The amount of armour added though, is roughly 20% of your base model
armour. This means your Valkerie now has a fifith more life than before.
Before you start drooling, FAST Packs must first be earned. Secondly, once you
earn it, you can only use it for Space Missions only. So any mission that you
are planet side for, you will not be able to slap on a FAST Pack and increase
your life and missile meters. Oh well, all great things have crap tied to 'em.
Armour Add-on
To Unlock: Complete Gold Cross Award
This enhancement is available for Versus mode only. Just like in that episode
where Hikaru (Rick Hunter) goes out to single handedly destroy the Zentradi
Scout Ship while Minmei the Bimbo is in a beauty pageant and Lisa Hayes-Hunter
is yelling at him for driving the GBP-1S Armoured Valkerie out the SDF-1's
hangar without authorisation - the Armour Add-on gives a Valkerie Veritech
immense firepower at the cost of movement and versatility. Game-wise, the
Armour Add-on adds 100% of your model's base armour (effectively doubling its
lifebar) and doubles the missile payload. This boon comes at a great cost
however; your Valkerie's Speed, Agiltiy, and Targeting stats suffer. In
addition, your Valkerie is now "stuck" in Battloid mode and cannot transform
into Gerwalk or Fighter mode until the armour is shed (by destruction).

Tricks of the Trade - Story Mode

In Battloid mode, you turn the fastest, so use it to make those tight
turns.

If you need to acquire targets fast with Sniper mode, toggle Sniper view
in and then out quickly.

Gerwalk is manueverable, but has zilch missile defence.

The Fighter's Heavy Missiles are your most powerful weapon aside from
Sniper mode.

Chaff works for the side and rear arcs; you'll need to do some turning to
get into position.

Missiles can destroy other missiles if aimed and timed correctly.

If you earned FAST Packs, use them when you can (unless you have brain
damage).

Tap secondary fire to launch multiple volleys at the same target.

You can tap secondary fire in Battloid to extend the gun coolant for anti-
missile duty.

Chaff is always better than shooting down missiles as a Battloid.

Never use anything less than a full charge blast in Sniper mode.

Objects that cannot be destroyed make the best hard cover.

You can sniper sneak Male Power Armour around corners; there are no "hit
locations".

You cannot change from Gerwalk mode if you are holding something.

The Fighter's boost is infinite, so use it when you need it.

Collisions are bad; unless the enemy is about to die. Use yourself as the
weapon.

You can get stuck if you are moving forward against an object; change
altitude to free yourself.

The VF-1J is the best model Valkerie, followed by the 1S, 1A, 1D, and 1R.

All awards are earned regardless of difficulty level.

Tricks of the Trade - Versus Mode

FAST Packs are better than the Armour Add-on since you can still change
forms.

In Super vs Super matches, pace your volleys or you will be without chaff.

Armour Valkeries rule in surface maps if you learn to use cover.

The Queadluun-Rau is cheap, but not invincible. Fighters can shred it
easily since it can't Chaff.

Jane's Guide to Zentradi Air, Space, and Ground Craft

Raulonve Fighter Pod
Armour: Medium
Mobility: High
Missiles: Yes
Counters: Use missiles unless you are tailing one. If tailing, use the main
gun. This will be the first enemy you will face in Battlecry. Fighter Pods are
basically the alien's space craft. They have a rapid firing main gun similar
to what a Veritech may carry in Fighter mode, plus they can launch missile
volleys. Although they seem fairly complacent in the first stage, they
attackin large groups, and as the game wears on, you will find that their
aggression starts to climb just before the mid-point of Chapter Three.
Fighting Pods attack in droves, but they act independently of one another.
This means it will be pure luck once a schwarm splits up upon entering
disputed airspace. Wise use of missile volleys and chaff is needed to survive
Raulonve encounters, and you should resort to the main gun when you find
yourself tailing one.
Regult Battle Pod
Armour: Light
Mobility: Medium
Missiles: No
Counters: Use anything to squash these guys. Missiles if you have them, but
don't squander them on these peons. These are the bread and butter of the
Zentradi Invasion's ground forces. A Regult Battle Pod is highly mobile but
flimsy strike machine, crewed by a single Zentradi who flunked out of Power
Armour School. I'm assuming they're manned, otherwise Miriya must have some
strange fetish for her people's automated machines (when she asks Max to
disable, rather than destroy Regults in the wedding episode). Regult Pods are
extremely weak, and even one is no match for a Veritech without its missile
payload. However, Regults almost always attack in schwarms of three, and they
are often mixed with artillery pods that can quickly ablate your armour. There
are a myriad number ways to counter a Regult Pod, most which involve you being
quick and decisive in killing it as fast as possible so you can move on to
more important things. Not killing them will allow them to chip away at you,
or whatever you may be defending at the moment. Missile volleys followed by
several rounds of the main gun are enough to silence a Regult for good,
although in a pinch, you can rely entirely on your main gun for the same
result.
Gluuhaug Regult Light Artillery Battle Pod
Armour: Light
Mobility: Medium
Missiles: Yes
Counters: Missiles are okay. Main gun as Battloid is better since you can
shoot down incoming volleys. Never use Gerwalk to fight them unless you have
hard cover to flee to. You can distinguish these missile packing baddies from
the regular kind since they have a missile rack on top of their large
alloy "heads". Gluuhaug Regults have the main gun of a Regult as well, and
their missile volleys come at a very bad time if you are using Battloid or
Gerwalk mode to fight them. The best bet is to launch your initial barrage and
chaff to escape, hoping your heavy missiles will take them out (not possible
on Hard), or after your initial volley, switch to Battloid mode to finish them
off. Unless you have a hell of a lot of life, or ample cover, do not engage
Gluuhaug Regults in Gerwalk mode.
Serauhaug Regult Heavy Artillery Battle Pod
Armour: Light
Mobility: Medium
Missiles: Yes
Counters: Missiles are okay. Main gun as Battloid is better since you can
shoot down incoming volleys. Never use Gerwalk to fight them unless you have
hard cover to flee to. You can distinguish these heavier missile packing
baddies from the Gluuhaug Regults, but barely. They make their most notable
appearance in the Mission "Mutiny". Like the Gluuhaug Regult, do not engage
Serauhaug Regults in Gerwalk mode unless you found a God Mode cheat for
Battlecry. Missile splash may be minor, but they rack up the hurt.
Del Regult Scout Pod
Armour: Light
Mobility: Medium
Missiles: No
Counters: Anything will kill a Scout Pod. Be efficient, and don't waste ammo.
These are Regults that have a large RADAR rectennae on their alloy "heads".
They do not fire back, and will flee if fired upon or if they are merely
discovered. You can identify a Del Regult Scout easily by the visible jamming
emissions that surrounds it. To conserve volleys, you should try to take them
out with your main gun or sniper capability unless you are hard pressed to
kill them quickly.
Glaug Officer Battle Pod
Armour: High (Skaarde is Very High)
Mobility: Medium
Missiles: No
Counters: Trick it to fire the Death Beam on an obstacle, then let loose your
missiles. If it did not spot you, and if you have the time, try to resort to
sniper capability from far away. Now you know why the Marauder no longer shows
up in any Activision game after Mechwarrior 2. Aside from the nasty copyright
battle, this is one of the most recognisable mecha profiles ever. The Glaug
Officer Pod is as deadly as its Battletech mirror; the three guns it sports
aren't just for show. Glaug Officer Pods will occasionally fire the Zentradi
Death Beam from its top gun (where the Autocannon 5 is on Battletech's 3025
Marauder). Since it only fires straight forward, you should learn to approach
the Glaug to its side. It doesn't mean that you won't feel pain though. The
Glaug's arm cannon will still fire, and they have a greater firing arc than
its Death Beam. Since it doesn't fire missiles, you can exploit the Glaug's
relative immobility by using Gerwalk to fight it. Remember to constantly
change altitude as you strafe and you will destroy Glaug Pods with little
difficulty. Conversely, you can use sniper capability on open maps to kill
Glaug Pods, but that applies only in some cases (Mission "Lightning Strike"
comes to mind).
Glaug Eldare Officer Space Pod
Armour: Extremely High
Mobility: Very High
Missiles: Yes, plus one triple-strength extended-range pulse extra-light
compact rapid-fire Zentradi Super Laser Deathray Machinegun Micronian Male
Sterilisation Beam
Counters: If you unlocked FAST Packs, use it (naturally) for this fight.
Otherwise, you will need to resort to successful dodging of the Super Laser
Deathray Machinegun and use chaff and missiles responsibly. Fighting Zeraal is
not too hard, just lengthy. You can do it even with a 1A model without FAST
packs, but it will require that you be much more conservative when it comes to
attacking the bastard. Depending on the difficulty of your game, you must
always have at least one to two volleys "in tow" for immediate expense as
chaff. Although Zeraal's Glaug Eldare's main weapon is the Zentradi Death
Beam, he can chip away at your Valkerie's health through his missiles. This,
coupled with his "back-up", makes fighting him unnnecessarily hard. Read up on
the Mission "To the Death" on how to drive searing spears of plasma into
Zeraal's large squishy head.
Frandlar Tiluvo Re-entry Pod
Armour: High
Mobility: Low
Missiles: No
Counters: Easily destroyed if it weren't for all those other 740 Gazillion
enemies gunning for you. Use two volleys of Heavy Missiles, then follow up
with a long burst from the Fighter mode's main gun. Re-entry Pods are a lot
like Episode One's landing barges, but are better looking and more believable.
These octagonal UFOs are heavily armoured and will not go down very easily.
Once they land, schwarms of Battle Pods (of random types) will appear from the
hatch and start attacking the first thing they see (usually Jack Archer). Once
the payload is delivered, landing barges will sit for a moment, then lift off
and escape to the edge of the map. Naturally, you should try to detroy them so
prevent them from releasing their deadly cargo, but in a pinch, you can expend
your heavy missiles on the emerging Battle Pods and clean up with your gun.
The crux is that you will be dealing with three targets instead of one. In
some missions, re-entry pods will keep spewing out enemies, so you may have to
destroy them in order to stem the enemy assault.
Liewneuatzs Shuttle
Armour: High
Mobility: Low
Missiles: No
Counters: Heavy Missiles, then several passes with the Fighter mode's rapid
firing main gun. They are unarmed, but they are hard to take down. Shuttles
are used by the Zentradi to transport various cargo, just like the R.D.F.'s
Regimental S-4 would use similar cargo vessels to transport Veritech ammo and
spare parts. Shuttles are often mission objectives to be destroyed. When you
see one on a mission thumbnail, get ready to stick with Fighter mode most of
the time. Shuttles may be slow moving, but they can be quite "fast" if you
happen to dwaddle along and not use the Fighter's boost.
Nousjadeul-Ger Male Power Armour
Armour: High (Gorian is Very High)
Mobility: Very High
Missiles: No
Counters: Sniper capability if you can. Otherwise, you will using a lot of
Heavy Missiles. A lot. Against Gorian, you have no choice but to use Heavy
Missiles since he will be alerted to your presence for the entire battle.
Nousjadeul-Ger (Male Power Armour) are the elite Commando-Snipers of the
Zentradi invaders. They have a Zentradi Death Beam that they use to eliminate
human forces with the greatest of ease (Destroids in particular). They also
have a side arm in the form of a rapid-fire pulse laser at their disposal as
well. If you choose to fight them head on, you will find a Nousjadel-Ger as
agile as a Veritech in Gerwalk mode, but far more deadly. Thus, you should
never fight a male power suit in Gerwalk mode unless you have a hell of a lot
of cover. If the area allows it, you should use Fighter mode as your primary
mode of attack since the Fighter's speed is great enough to allow you to avoid
being sterilised (unless you fly head on at a male power suit) and its Heavy
Missiles do adequate damage to the enemy. In static situations (in city
stages) use the Battloid mode's sniper capability to drop them off. Male power
suits are highly vulnerable to sniper fire (taking three times the damage), so
when the opportunity presents itself, snipe at, and kill Nousjadel-Gers in
that fashion.
Queadluun-Rau Female Power Armour
Armour: Very High
Mobility: Very High
Missiles: Yes
Counters: Kiyora will be the only enemy in a Queadluun-Rau you face, and you
should be glad she's the only one. You will face her three times and defeating
her will be quite a challenge. Although you first meet Kiyora in the
Mission "Force of Arms", she is actually harder to beat there than in
Missions "Graveyard" or "Showdown", mostly because the Queadluun-Rau is
designed to move all around (in space combat) as opposed to surface battles.
Use this to your advantage and have something impede between you and Kiyora's
Man-Destroying clutches. Fighter mode will allow Jack to counter her missile
volleys with chaff and launch volleys at her. Try to deploy the volleys as
rapidly as possible so she can only turn and destroy one set at a time.
Occasionally, she cannot even destroy your missile barrage, but only on Normal
or Easy (or if she is distracted by you main gun).
Cyclops Heavy Corvette
Armour: High
Mobility: Medium
Missiles: Yes
Counters: Heavy Missiles. Cyclops Corvettes are portable laser and missile
batteries that carry only a little more armour than shuttles, so a single
Valkerie in good hands can take one out with little effort. The missile
launchers are internal, so until a Cyclops is destroyed, it will keep firing
volley after volley. Even more bad news, the Cyclops that Jack fights will be
accompanied by a butt-load of Raulonve Pods as escorts. Heavy Missiles at its
core will deflate this forker easy; just be sure to repeatedly tap the
Secondary fire while the Cyclops is highlighted to send it crashing to the
planet surface in a twisted wreck.
Zentradi Scout Ship
Armour: Impenetrable
Mobility: None
Missiles: by turret
Counters: Heavy Missiles. No questions; just do it, you brainiac. The lone
rogue scoutship Jack locates in the Mission "Dark Skies" will armed to the
teeth in terms of heavy weaponary. Luckily your Valkerie can avoid most of the
stuff; unfortunately, it will have several schwarmes of Raulonves buzzing
around launching missiles as well. You should concentrate on the Scout ship's
turrets. Once they are all gone (check the underside as well) the ship
explodes and the Mission will be a success. Stay in Fighter mode unless you
want to get up close and personal using a Battloid (not recommended).
Zentcom-1 Gunboat
Armour: Impenetrable
Mobility: None
Missiles: No
Counters: Avoid. This is one ship you actually want to have around since it
acts as an obstacle for missiles. The Zentradi Cruisers that barge in on your
stage maps are invulnerable and cannot be killed; however, only their turrets
pose a threat to you and the SDF-1. Once you ddestroy the turrets, the
Zentradi vessel is a big fat obstacle for you to duck behind when missiles
start flying. It is always a good idea to steer clear of ramming into a
Capital ship (or any ship) while in space. The collision damage done to you is
not worth it if you had exercised more caution. This Gunboat is a smaller
version of the cruiser.
Zentradi Capital Ship
Armour: Impenetrable
Mobility: None
Missiles: by turret
Counters: by turret. Use chaff against missile turrets and good dodging to
avoid the death beams. The Zentradi Cruisers that barge in on your stage maps
are invulnerable and cannot be killed; however, only their turrets pose a
threat to you and the SDF-1. Once you ddestroy the turrets, the Zentradi
vessel is a big fat obstacle for you to duck behind when missiles start
flying. It is always a good idea to steer clear of ramming into a Capital ship
(or any ship) while in space. The collision damage done to you is not worth it
if you had exercised more caution.
Ship Turret
Armour: Medium
Mobility: None
Missiles: Yes and no
Counters: One missile barrage, followed by a generous helping of the main gun.
These turrets fire beams of high intensity energy and some even have missile
volley capability. The best bet is to use Heavy Missiles then follow up with
several long bursts of the main gun. Unless you are truly annoyed by them, you
can ignore the turrets on a Capital Ship; the only danger then will be when
you change into any form other than Fighter mode. Gerwalk and Battloid simply
do not have enough speed to outpace a turret's energy beam.
Emplaced Ground Laser
Armour: High
Mobility: None
Missiles: No
Counters: Sniper capability. Use Sniper Capability when possible to avoid
getting hit. In the Missions "Cat and Mouse" and "No Escape" you will know
true terror as focused high-yield death rays come at you with the rapidity of
machinegun fire. If you must, you can use Heavy Missile Volleys to damage
these baddies, but two large shots with the Battloid in Sniper view will
silence the turret forever.
Emplaced Ground Launcher
Armour: High
Mobility: None
Missiles: Not just yes, but hell yes
Counters: Sniper Capability. You should treat the Emplaced Launchers as
Emplaced Lasers that you can defend against. Like most enemies, you can sneak
up behind an emplacement through creative use of a Veritech's flight
capability. Once you maneuver behind one, you can get in one good shot before
it is alerted to your presence. As an added bonus, you can
Zentradi Infantry
Armour: Butt Gravy (Very Light)
Mobility: Low
Missiles: No
Counters: Gerwalk Light or Fighter Heavy missiles. Main gun also works well.
Nekkid (for "unarmoured" not "unclothed") Zentradi will be treated like
Miliita from Steve Jackson's Ogres Minatures. They are cheap, expendable, but
they attack en masse. Light missiles work well against them and the main gun
will be useful in destroying the remaining lifebar. Their primary advantage is
their relatively small size and manner of hiding amongst the rocks and rubble.
You will have a time rooting out infantry in broken terrain, but that's why
you have Gerwalk mode. Hehehehe.
Munitions / Protoculture Crates
Armour: Zero, Zilch, Nada
Mobility: None
Missiles: Don't think it needs them
Counters: Stay away. Far away.
Munition boxes are like small benign objectives - until you destroy them. They
do damage to your Valkerie like missiles (and if youa re standing next to one
when you blast it - BOOOOOM. You cannot auto-target these things, so stay
clear of the explosion radius and snipe them afar.

Chapter One

Booby Trap
Recommended: VF-1A
Well lookee here, it's CAG Lisa Hayes giving you orders. Feel like Hikaru?
Don't be, because I guarantee that you're probably not that good right now.
Hehehe. Stay in Fighter mode unless you have a death wish. You newbies should
learn to stay "locked" in one mode (the one that best fits the situation)
until you are adept at changing form in mid-combat. Lock on one Raulonve
fighter pod at a time and let loose your missiles; although you can make it
flashier by launching all of your missiles at once, you will lose track of who
you damaged and worst of all, run out of volleys to spare for chaff. Use your
Heavy Missiles and then follow up with your main gun to finish off the damaged
Raulonve. Remember that yellow arrow pointers indicate missiles fired off
range your RADAR, but the missiles themselves will not show up on the RADAR as
dots at all if they are in RADAR range.
After Roy Fokker taunts Jack about being a rookie, plan on lingering near the
choppers (Sea Sergeants) and using a drop or two of chaff to lure away hostile
missiles. If you don't, chances are that they will blow up and you will fail.
Horribly. Measure your missile volleys and deployment of chaff and you can
kill all the Raulonves on the RADAR. Once that is done, you will get more S&M
whip cracking from CAG Hayes and finish the mission.
Countdown
Recommended: VF-1A
You should learn to save your progress after each mission to insure you didn't
lose any awards or work towards awards ("work" means finishing a mission three
or four times to unlock something, but the work won't be documented on the
status screen). You can also quit the menu and choose to begin Countdown again
in order to change Veritech Models between stages (very recommended later on
when you have a choice, but for now, stick with the VF-1A). To toggle between
Countdown and Booby Trap, please use the button listed on your version of
Battlecry as the "Toggle" button on the stage select menu.
Once you begin Countdown, CAG Lisa Hayes will advise you to stick to Battloid
mode until you got a hang of things. She's trying to kill you. Battloid mode
simply does not have the needed weaponry to attack this many number of targets
you'll be facing. Stay in Gerwalk mode and keep the throttle to a dead stop.
If you need to move forward, use the boost function. Strafing will be your
primary mode of travel as you round corners and unleash a barrage of Light
Missiles. Attack and retreat to the buildings and let the environment take the
damage instead of your Valkerie. Like Grand Theft Auto III, follow the red
dots and get them off your RADAR (by killing them) and you'll do fine.
When Lisa Hayes contacts you again, keep the blue arrow pointer on the top of
your RADAR as much as possible and follow the streets until you see friendly
blue reticules pop up on screen. Follow the Tomahawks (Warhammers) until you
reach the factory area. Here, you will face an onslaught of Battle Pods coming
in from the street (including the one you came to the factory area, so get the
hell out of the way). Have your Valkerie in Gerwalk mode butt-jet its way to
the low concrete wall on the side of the area furthest away from the street.
From there, you can barrage and gun down most of the opposition and use the
factories and walls as barriers to block enemy fire. Once the Battle Pod rush
is over (I guess the Zentradi Player ran out of Vespene), CAG Hayes
congratulates you and should offer you something more. Unfortunately, Jack
Archer is not just an officer and a gentleman, he's also a dweeb compared to
Hikaru.
Bursting Point
Recommended: VF-1A
The SDF-1 can blow up here, so try to take out everything that's doing damage
immediately. Yes. Even I couldn't believe that it was vulnerable. The SDF-1
just has a lot of hit points, that's all. First off, take out the turrets on
the Zentradi Capital Ship in front of you. Although hostile missiles from the
Raulonve's do more damage to the SDF-1, the rate of fire from those alien
sterilisation beams are fantastically high, and they are also fairly easy to
kill. Unleash a volley of heavy missiles and finish them off using the main
gun. You get the picture. From there on out, stick close to the Mission
Boundary! of the SDF-1 and draw fire away with chaff and dogfight the
Raulonve's with heavy missiles and main gunfire. Just like with the choppers
(Sea Sergeants) in the first mission, you will favour Fighter mode to protect
your allies using the Fighter's chaff and missile capabilities. CAG Hayes will
notify you of the Omni-Something-Or-Other going nova. That will end the
mission (hopefully) and let you go onto the next mission.
Force of Arms (Space) (Boss Stage)
Recommended: VF-1A
This will be the first space mission in the game, but it won't be the last.
When you earn the FAST Packs later, you can replay this stage using the Super
Veritech to get some medals. But for now, you're stuck with a crappy VF-1A
with almost zilch missile capability, mediocre speed and pretty good armour.
Live with it. Although Force of Arms looks like the previous stage, the SDF-1
is invincible here. There's just a nasty surprise waiting for you at the end.
Again, once the stage starts, take out the Zentradi Capital Ship's turrets.
This time though, try not to get damaged at all when you do (I know at least
one of you was sterilised from the death beams). Preserving your armour is the
key to surviving this stage; you will need as much life as possible to survive
the surprise at the end.
Once you take out the cap-ship's turrets, you can use the cap-ship's bulk to
shield you from the Raulonves and Battle Pods (yes, they can fly) who are all
trying to kill you. Circle the cap-ship lengthwise and you may occasionally
find enemies "stuck" on the gentle curve of the cap-ship's nose. Destroying
these stuck enemies will be as easy as killing babies with an axe. New enemies
in the form of Raulonves, Regults, and Gluuhaug Regults will appear from the
cap-ship's "launch bays", but you will have no way of stopping that. All you
can do is destroy what comes out; once you fulfill the kill quota, a cut-scene
will ensue.
The surprise is the Boss, a Zentradi ace in a Queadluun-Rau. Try to get rid of
the Battle Pods (and keep the Queadluun-Rau's missiles off you using chaff).
Once the Queadluun-Rau is the only thing that matters (aren't you glad you got
rid of the cap-ship's turrets early on?), all you need to do is to is dive at
the ace at an oblique angle and attack using a combination of the main gun and
timely release of heavy missiles. What do I mean by timely release? Watch the
Queadluun-Rau and if you see it release missiles, drop the chaff and when all
the hostile missiles zoom past your Valkerie, let loose your own batch. Be
sure to launch at least two or three closely released volleys since the ace
will shoot down your volleys with her guns. You will use the first volley to
draw her attention and have the following volleys do the damage (A/PESA rules
of engagement). Once you whack the ace's lifebar down to 50%, she'll take off
and you'll clear Force of Arms.

Chapter Two

Ambush Hills
Recommended: VF-1A
Get ready to slaughter nekkid (unarmoured) Zentradi Infantry. Operating under
your proper CAG, Commander Chase, Jack's been ordered to clean out some of the
Zentradi crap that's been infesting the hills. Use the Gerwalk and Fighter
modes liberally and apply as much missiles as you want to get rid of the
interloping infantry. Gerwalk mode shines in this stage since missiles will
not attack you and you will have a movement advantage over the broken terrain.
Use the Gerwalk to clear out the Infantry and then switch to Battloid mode
near the munitions crates. Assuming you've actually paid attention to what I
said before, you should use the Sniper Scope to destroy the crates fro afar
(notice that you will not target them regardless). Once all three caches of
crates are destroyed, Jack will fly home. Easy? It should be if you take the
time to clear out all the opposition before you start bashing crates. If you
rush into things, you should have your Valkerie shoved into an enema and
administered to you.
Trouble in Graystone
Recommended: VF-1A
Just like the time prior to starting Countdown, you can save and quit to
switch Valkerie models. You will still have the VF-1A however, so you can just
save and keep going. This mission will force you to ration your volleys, so be
very careful that you fire missiles only on targets that are resistant to your
main gun, or the ones you need to kill quickly to prevent them from doing a
lot of damage. Gerwalk and Fighter modes will be your preferred fighting forms
since you will need the Heavy Missiles to demolish the Battle Pods and Gerwalk
mode to supplement your main gun with Light Missiles and its mobility to
navigate the city-scape.
Special Delivery
Recommended: VF-1A
A new set of missions will be unlocked after you finish Trouble in Graystone,
so suit up and let's go. You will escorting a pair of choppers (Sea Sergeants)
to Base 6. Your job? Escort them and make sure they get there. In most defence
missions where the allied protectee is moving, you can actually not kill
anything and finish the mission. All you need to do is to make sure the moving
protectee gets to the landing zone (LZ) or dust-off site and the mission ends
in a success.
For this mission, stay in Gerwalk mode and loiter near the choppers. Refer to
the RADAR and your immediate surroundings. If you spot a red dot and you see
enemy fire coming at you, point your Gerwalk in that direction (but do not
move away from the choppers) and get lock-ons all the naughty gnats and let
loose. Follow up with the main gun and that should keep the choppers safe
until you reach Base 6. Try not to switch to Fighter mode, and use Battloid
mode only to blast incoming missiles from artillery equipped Regults. Once you
spot Base 6, do whatever you can to keep the choppers safe until the mission
(and dialogue) ends. Mission accomplished!
Destroids In Danger
Recommended: VF-1A
Now things get dicey. You have multiple objectives here, so why don't you
stick with Gerwalk and use the Light Missiles and main guns on the on rush of
Zentradi. Man, what were they thinking? The firepower from the Tomahawks and
your Valkerie should stop the lame ass assault (which reminds me of the bandit
assault from Seven Samurai). Once the cut-scene is over, Jack will need to
retrieve three supply crates stolen by the Zentradi. Try not to depart Base 6
until you take a look at the surroundings. From the green LZ where you will be
dropping the supply crates, there are three canyon routes you can take (one
canyon route has a bridge in the distance). Take any one of these canyon
routes and be sure to proceed slowly to each supply site. You should be aware
that the Zentradi Infantry will have Emplaced Ground Launchers as back-up, so
try not to get blasted as you clear the area.
After you grab the third and final crate, but before you drop the crate into
the landing zone, face the canyon opening that has the bridge before you drop
the last crate. Once you do, you will have about thirty seconds to get to your
next objective and keep it from being destroyed. The pilot you need to rescue
is far away from Base 6, so you will need to do some fast flying to get there
in time. Once you drop the crate, your (invisible) timer starts.
Fly over to the bridge and turn right 90 degrees. Follow the bridge until you
see the bridge/road disappear into a collapsed tunnel. If you face the
direction of the tunnel, there is a canyon fork of sorts to the right. Follow
the blue arrow pointer and you will be there in a jiffy. Try not to overshoot
the damaged Tomahawk. Change into Gerwalk and use your Light Missiles and main
gun to kill the opposition. Once the green dot shows up, use Gerwalk to pick
up the pilot and head back to Base 6 to repel yet another attack to end the
mission (and be sure to drop off the pilot in the LZ). Remember that once you
pick up the pilot, the Zentradi start attacking Base 6, so you should hurry
back.
Unwanted Guests
Recommended: VF-1A
A straight-forward aerial combat stage, where you do not need any mode except
Fighter mode, chaff, and Heavy Missiles. Dodge, weave and barrel roll the
shots, dupe the hostile missiles, and preserve your armour as best you can to
out last the competition. No, this is not Survivor, but it might as well be
with this amount of flak you're taking. When in doubt, you can boost to the
edge of the map and try to out run the missiles (and allow your chaff to
reload) and at the Mission Boundary! you can turn and track all the targets
chasing you. Once you quash the last Raulonve, you can change your Valkerie
afterwards. If you have problems surviving this mission, you can consider
using a more heavily armoured VF-1D to survive the fight, but you may find
yourself reduced to using chaff and your main gun to destroy enemies since the
missile reloads are so slow.
Dark Skies
Recommended: VF-1A
Keep using the VF-1A, the best Valkerie in the game is just few stages away.
For this stage, all you want to do is focus on the Zentradi Scout Ship's
turrets. Once they are all gone, the mission ends successfully. You can use
one or two doses of chaff to throw off hostile missiles, and use one or two
volleys of heavy missiles to soften up the turrets before you dispatch them
with the main gun. There are a total of a dozen or so turrets on the dorsal
(top) side and ventral (under) side of the scout ship, so be sure to fly
around and take them out. This is not a hard assignment unless you do not
hurry up and kill the turrets. Focusing your firepower on the Raulonves are a
big no-no, so go after the scout ship and you'll be done before you know it.
Flood City
Recommended: VF-1A
Your first encounter with Del Regults will be frustrating if you didn't know
what to do, but you will with my help. Scout Pods jam your RADAR, making it
impossible to see whether there are any enemies, objectives, or hostile
missiles. Del Regults have a range to their jamming, so as you get further
away from them, the static (and jamming strength) lessens. Logically, you want
to head to the source of the problem and get rid of them. Your Valkerie's
targeting system still works under jamming, so a Del Regult can be spotted
using your gunnery computer (wiggle the right stick to lock-on a possible
scout pod).
After Jack asks Chase if it's safe to drink the water, head over to the first
drainage ditch of sewage water and fight off the Battle Pods there. In any
other game, I'd recommend you avoid them, but this game has a limited number
of enemies in most stages (exception noted later) so you should do your best
to systematically clear out each enemy nest before moving on. Once the first
drainage ditch is clear, head to the next section of the city and clean out
that second drainage ditch. Locate and destroy all Del Regult Scout Pods here
to locate the beacons for the recon plane's (Cat's Eye) crew. Take each
crewmember to the secure LZ back in the first drainage ditch (near where you
started) and be careful of the enemies who show up when you have a crewperson
in tow. You can always outrun the artillery, and you can also drop the
crewperson to retrieve him later after killing the enemies.
Once all three crewmembers are safely deposited, CAG Chase will order Jack to
clear out the remaining Zentradi. You can use Gerwalk and use the same tactic
as before, rising and falling behind buildings and bridges to do "pop-out"
fire. You can also try Sniper mode, but chances are that you will move too far
out and start getting shot at. There are several Del Regults left in the last
gaggle of enemies, so be warned that your RADAR will be jammed until you kill
them. Some Scout Pods are in the damnedest of places too.
Knife's Edge (Boss Stage)
Recommended: VF-1A
The fella in the Glaug Officer Pod is Skaarde, a battle seasoned killer of the
Robotech Wars. And he wants you, Jack Archer the Micronian butt swipe, dead on
the cold, cold ground. Can you smell what the Rock is cooking? Begin by
switching temporarily to Fighter mode and hammer Skaarde with a volley of
Heavy Missiles as he runs off to kill innocents. As you near him, switch back
to Gerwalk and follow him while firing your main gun or missiles. Notice that
Skaarde will not attack you until he reaches a certain point? Use this time to
chip away his health.
Once Skaarde starts paying attention to you, boost up and get as close to him
as possible and start your Gerwalk Circle Shuffle. At the correct distance,
Skaarde's guns will fire, but they cannot track your Valkerie. Be sure to
change altitude while firing. When your volleys run low, switch to the main
gun. When your main gun overheats, switch back to missiles. Keep an eye on
Skaarde's life meter and as it starts dipping to the two-thirds mark, start
hoarding your missile volleys and rely on the main gun. At a certain point,
Skaarde will "vanish" and sic his minions on you. Use your missiles to waste
them and stop. Wait for your missiles to reload (up to six), then start after
Skaarde again.
Fight Skaarde the second time as you did the first time, alternating between
weapon systems and reserving volleys when Skaarde's health dips to about a
third. When he escapes, there will be Battle Pods again, so deal with them.
The last time you fight Skaarde, he will be "stuck" in a drainage ditch
(similar to the drainage ditch from the previous stage) and will fire at you
if you get close. All you need to do for the third and final encounter is to
destroy his lifebar completely. You can do this using the Gerwalk Circle
Shuffle like you always have, or use Fighter mode and Heavy Missiles. The
second method is valid since Skaarde does not fire missiles, and there is
enough space in this final area for the Fighter to make the turn (with
banking) to do a 180 degree U-turn. Either way you win; Skaarde does not.

Chapter Three

Rebel Revenge
Recommended: VF-1J
From now on, after you unlocked the model 1J, you will be using it exclusively
for all missions for its enhanced handling and missile payload. Unless you
need more armour, or speed, or something, you will be using the VF-1J,
understand? For this mission, you will simply be repeating what you did
previously in Countdown (defending a factory complex) but this time, you
actually have to defend the factory unless you want to fail the mission.
Enemies come in from three directions: the street by which you get to the
munitions stockpile; the street across the entrance to the stockpile area; and
the hilly path behind the munitions plant. There is just enough room for you
to change into Fighter mode and fire off a volley of heavy missiles (on the
far end of the area) and follow up with gunfire in Gerwalk mode. Your best
position to take up is actually at the corner of the munitions plant, with the
hilly path behind you and one of the street entrances in front. You can fly
along an imaginary straight line to meet and destroy the attacks before they
start by judging their position on the RADAR. Pace your missile reloads, and
remember that the VF-1J sports less armour than the 1A (poor Miriya) so try to
use your modes or enhanced maneuverability to avoid enemy shots.
After you repulse the initial shock troop of raiders, CAG Chase will order
Jack to go after the Zentradi and close off the attack. Follow the street and
head for the concentration of red dots. Soon, you will come to a tunnel that
keeps spawning Zentradi enemies. Two indestructible Tomahawks will show up and
support Jack, but you will need to hold your own and stem the tide of crap
coming out the tunnel. Use the corner of the nearby building to your advantage
and pop-out fire most of the baddies to death. If you need to retreat up the
street, do so, since the Zentradi only stream out in ones and twos. However,
if you are at the mouth of the entrance, you will get a huge conglomeration of
bad guys (in Northern California, it's known as rush hour on 101) and you will
get severely hammered, even on the easiest setting.
Race up and down the street and engage and destroy one enemy at a time until
the heavy support comes in and seals that damn tunnel. Gerwalk mode will be
your best bet, although you may want to change into Battloid form when you
face off with missile-toting Gluuhaug Regults.
Sabotage
Recommended: VF-1J
If you feel that you need the armour to initially survive this mission (after
restarting) use the VF-1A. However, if you use the missile volleys
intelligently to get rid of the turrets that are paying attention to you. You
can proceed down the street safely by either using Sniper Capability to
terminate the turrets, or Light Missiles, or Heavy Missiles (but there are
greater chances are that you will fly right into a kill zone if you are a
Fighter). Gerwalk is preferred since you can duck back behind hard cover
anytime. Granite City has a lot of buildings, so don't worry about losing a
few. Use the bulk of the cap-ship to shield your Valkerie and you can snipe at
the turrets until they are all gone. Conversely, Gerwalk gets rid of the
turrets faster but you will be damaged more since you are more exposed.
Once all the turrets are gone (check the RADAR) deal with the rest of the
Zentradi lingering around the city using Gerwalk. You can duck into the pit
where the cap-ship is sitting to avoid some hostile fire, but for the most
part, the Gerwalk can dodge most shots and return it in kind. The faster you
finish off the stragglers, the faster you get the hell out of this stage. By
the way, watch out for the "glass ceiling" that changes your Valkerie from
Fighter to Battloid if you fly too high.
Call to Arms
Recommended: VF-1J
Call to Arms ups the odds on defence. You will need to defend three widely
spaced apart targets and a deluge of enemies. The targets, a Destroid
Production Facility, a Destroid Storage Area, and the Workers' Area, need to
be protected from those Zentradi bastards. Jack's new friend Hiro will
volunteer to help you out, but you will need to stem the initial tide of
enemies before he will suggest that the two of you split up and protect each
area separately. First off, stay in Gerwalk/Fighter modes (for anti-missile
duty) and hold off the tide of crap coming your way to vape the Destroid
Factory. Heavy Missile and gun down the Fighter Pods, and try to volley the
Battle Pods with Heavy Missiles as well. Stay defensive with missiles, but
offensive with Battle Pods and Raulonves and things will start happening.
Fast.
After a bit of defence duty, Hiro will inform you that the Workers' Area has
been breached. He will suggest that you take him to his Tomahawk and he'll
back you up. Take out enough Battle Pods to get a breather, then swoop in and
get Hiro to the Destroid Storage Area (blue arrow pointer). Drop him off at
any height (this is fortunate, unlike Stunt Chopper), take out any Battle Pods
near Hiro's Tomahawk before racing back to the Production Facility (the first
building). Once Hiro calls in (he's invincible for this stage), start
migrating to the Workers' Area that is past the Destroid Storage Area. As you
head in, ignore the initial number of enemies and blast the tiny (scaled to
the Valkerie) main gate along the chain link fence to let the plant workers
flee to safety. Afterwards, focus on the enemies and you'll be done. If you
miss lowering the gate and clear the stage of enemies, the stage will not stop
until the gate is removed.
Power Struggle
Recommended: VF-1J
This stage is the first of many stages you need to destroy Liewneuatzs
Shuttles by the megaton. One shuttle is nothing, but a bunch of them holding
lethal and deadly protoculture is a hassle. You will need to take them all out
using a combination of Fighter mode (for the damage) and Gerwalk mode (for the
speed control) to take them all out while staying alive and away from the
Gluuhaug Regults that will repeatedly respawn and attack you. You need to try
to focus on tackling each Liewneuatzs and weaken it enough so you can trash it
with your main gun with little difficulty (this allows your Valkerie time to
reload volleys). You can take out groups of Gluuhaug Regults when they come at
you en masse, however, try to take the licks (or Gerwalk Shuffle it to death)
if you encounter only one.
There are basically two main routes the shuttles take; each main route will
split again after a bit, so try to take each shuttle out quickly and
efficiently. When you first star the stage, change to Fighter mode and start
manually adjusting the targeting reticule to mass bombard four shuttles with
Heavy Missiles. This done, focus on destroying one shuttle at a time by
volleying your Heavy Missiles at a timely manner at the one shuttle you are
attacking.
Be sure not to collide with the Liewneuatzs by changing into Gerwalk (full
cruising speed) just before rear ending one. The main gun will fire slower
than in Fighter mode, but you can use the bulk of the shuttle to shield you
from hostile fire as you pound it to pieces. Use Fighter mode to jet from one
shuttle "avenue" to the other, and make sure to change form just before you
collide. This is a tightly contested stage, and will be quite challenging to
finish it at all, so don't be surprised if you keep restarting to find the
best combination of Valkerie and "rhythm" of destruction. Yes, there are more
shuttles arriving, but you should only focus on the ones that are actually
moving since they are the ones currently making the escape.
Cat Scan (Space)
Recommended: VF-1J
An easy stage, provided you play conservatively and deploy chaff wisely and in
a timely fashion. You only need to protect the recon plane (Cat's Eye) for a
total of about three minutes, so focus on flying near the Cat's Eye and
deploying chaff when you see yellow arrows or vapour trails from a Raulonve.
The Zentradi attacks get augmented by Nousjadel-Gers later on, but they are
actually less of a threat in space combat since they have no fire and forget
weapons to speak of. Prioritise your targets and get rid of the Gluuhaug
Regults first, then the Raulonves, then everything else (start with Regults
since they are easier to destroy). Once CAG Lisa Hayes gives the okay to pull
back, the mission ends and you start a nightmare of a new one.
Trial by Fire (Space)
Recommended: VF-1J
Things pretty much remain the same, despite the new "atmospheric burn" look on
the screen. Keep your VF-1J stocked with at least one volley for chaff. The
best rule of thumb here is to simply use chaff to wait out the Raulonves and
Nousjadel-Gers until the recon plane (Cat's Eye) reaches its waypoint and ends
the mission for you. Do your best to gun down Raulonves and Gluuhaug Regults
since they are the ones who will be firing the missiles that will damage the
Cat's Eye the most. Chaff is the primary deterrent, so stay close and destroy
the missile launching baddies first. Nousjadel-Gers will make their appearance
when the Cat's Eye is at the second half of the stage, so be prepared to drive
them off with a volley and gunfire (the farther they are away from the Cat's
Eye, the less chance the recon plane will be sterilised with a Zentradi Death
Beam). Keep your focus on the Raulonves and Gluuhaug Regults and the mission
will eventually end in Jack Archer's favour.
Hostage Crisis
Recommended: VF-1J
This would be an easy stage (and it is easy) if it weren't for the fact that
you'll be facing off against Nousjadel-Gers in cramped confines. These types
of stages are where the Male Power Armours work their lethal magic. The
restricted airspace means you won't be using Fighter mode to combat the Sniper
Suits, and that means your Valkerie is dead meat against the Zentradi Death
Beams. Gerwalk mode works best against a lone Nousjadel-Ger; however, if you
are also attacked by Battle Pods, you will need to shift priorities and kill
the Battle Pods first (they are easier to get rid of) before focusing on stray
Nousjadel-Gers. If you are attentive and careful, you can sneak up on a Male
Power Suit and give it one good full power Sniper shot in Battloid form to
drop its life by a great amount. Gerwalk Light Missiles and gunfire can be
used to clean up the remaining lifebar.
When you begin the stage though, walk backwards until you can see both
Tomahawks (Warhammers) and the barricade. Change into Gerwalk mode and wait.
Chase's next transmission will tell you why. With the Destroids supporting you
(and ahead of you) you can't lose. Use the Destroids to suck up the damage and
be sure that you survive. Once Hiro radios that it's all clear, you can start
moving into the city to look for the hostages. It isn't too hard at first
since you will be using a VF-1J in Gerwalk mode to fight off crappy Battle
Pods. However, things will start to change once Chase informs you that sixty
foot tall enemy snipers are at work in "your area". Crap. Stick to Gerwalk
mode to take out the Nousjadel and the Battle Pods that are backing it; you
may not want to use sniper capability since you will barely be able to hit the
power armour without getting sterilised.
Luckily, the Zentradi Death Beam has a long cool down time, so if it does hit
you, you can focus for five seconds on the Nousjadel without fearing another
strike. However, you should avoid getting hit at all, since the armour on your
Valkerie simply sears right off.
Past the first Nousjadel-Ger you will run into a plaza like area (mostly; you -
are - following the blue arrow pointer aren't you?). Get as high as you can a
look along the skyline for a set of uncompleted skyscrapers. You can fly over
the buildings that block your way (instead of going up the street like a rack
of meat) and get the drop on the Regults guarding the hostages. You will also
face off against another Nousjadel-Ger here, but you can use the buildings to
do pop-out fire, or do a "sniper sneak" tactic detailed in Advanced
Training's "Tricks of the Trade". Like the Workers' Area in Call to Arms
before, you will need to blast the tiny main gate to free the hostages and end
the mission successfully.
Daring Rescue
Recommended: VF-1J
Time to escort two easily destroyed trucks holding a ton of cute anime gals
(with their even cuter younger sisters) and hot virgin mothers to the Destroid
Checkpoint. Fun. Americans should learn to export their big-breasted porn
stars to other countries. They'd be more than happy to watch Caucasian women
on their hands and knees. Anyway, stick with Gerwalk mode for now, but be
ready to switch to Battloid mode to use the sniper capability to take out the
forking Zentradi trash when Jack Archer orders both trucks to stop. The
Nousjadel-Ger will be around the corner on the left (on a rooftop, no less),
so target it and hit it with a fully charged shot before you get out of Sniper
view, change into Gerwalk, and blast the rest of it to alloy kibble. Note that
where you are will determine if the trucks will get damaged or not.
While your own missiles will not harm the trucks, a Gluuhaug Regult's volley
may miss you (good) and hit the trucks (not so good). This will not just blow
the minds off the pretty anime gals, but also the rest of their pretty supple
bodies into baskets of flayed flesh. Joy. In short, watch where you place
yourself; you want to be close to the trucks to watch for people attacking
them, but not too close to have them get caught in splash damage meant for
you. This makes fighting the schwarmes of Battle Pods a chancy proposition if
you panicky. However, you want to linger close by the trucks to see if any
enemies are firing on them (sometimes the RADAR is hard to decipher).
In any case, once you blast the first Nousjadel to bits, a second one will
show up just down the street. This second Nousjadel will be fully alerted, so
kill it quickly with your Light Missiles and gunfire, then turn and demolish
the Battle Pods coming behind the trucks. If you cannot destroy the second
Nousjadel in time, focus on killing the Battle Pods first (easier to kill) and
take your licks from the Nousjadel until you can focus your attention on it
again. During this frenzied fracas, Jack will lament about the dead end and
the trucks not moving. You will need to destroy a gate to let the trucks go
on, but why not let the trucks just sit there while you scout ahead?
Do not shoot the gate just yet. Fly over the construction yard and scout the
terrain ahead to see where to go (and get rid of three Battle Pods lying in
ambush). You can actually fly all the way over to the Destroid Checkpoint
(guarded by a Defender and a Phalanx); ever wonder why you just won't carry
the hostages one by one to the checkpoint when there are no enemies around?
Why? Because Jack is a dumb ass. Once you get the general route the trucks
will be taking (they only go on flat ground), fly back to the trucks and blast
the gate to continue.
Once you destroy the gate to let the trucks through, keep an eye on the RADAR
and spot the red dots. Keep your Gerwalk pointed in the direction of the
baddies and launch the Light Missile greeting card when you achieve lock-on. A
third Nousjadel will appear after the gate is downed, but will not be alerted
yet; use this opportunity to reduce its life via Sniper Capability then finish
it off with Gerwalk. The plaza like area (with a central block of buildings in
the centre) will break up the enemy charge, so be ready to move your Valkerie
to dent each enemy thrust. Once the last few baddies are gone, the trucks head
for the checkpoint automatically and you'll win. After the trucks travel past
the remains of a burned down building, Jack will radio saying there will be
a "last round of guards" that he will need to destroy so the trucks will be
safe. Destroy the last Nousjadel-Ger and don't even engage the Regults coming
up from behind; just follow the trucks to the checkpoint and end this
miserable mission.
Party Crashers
Recommended: VF-1J
Now you get to see Hikaru (Rick Hunter) in action. Of course, if he dies, you
fail the mission. So it's just you, Hikaru, and two dozen Raulonves giving
each other missile love. You want the VF-1S and it's better handling, but
since you don't have it just yet, you'll have to make do with Miriya's 1J. Let
me laugh at you for using a woman's Valkerie. HAHAHAHAHAHA. Seriously though,
the 1J will get you further than any other model of Valkerie simply because it
is the best model out there. The 1J's ability to sustain heavy damage though,
will be pushed to the limit here.
Even with Hikaru's help, you will be using a lot of chaff to deter hostile
missiles all while dodging gunfire. This is a classic dog fight stage (Izzy
would not survive at all) and it's two aces taking on the entire Zentradi
Airforce. Each schwarme of Raulonves are about half a dozen ships in strength;
when there are just two Raulonves left (a 'rotte') destroying one will
immediately spawn out a new schwarme of Fighter Pods. Try to equalise the
lifebars of the two remaining Raulonves and take them out simultaneously so
you can focus on destroying the next fresh batch of ships.
Once you destroy the third or fourth schwarme (hard to say with the charred
bodies and bullets everywhere), a Cyclops with Nousjadel-Gers will pop in to
see how things are doing. Remember that the Cyclops has internal missile
launchers so until you down the vessel, you should treat it as a very tough to
kill missile battery with Death Beams coming out. In a pinch, you can also try
ramming the Cyclops if you have a lot of armour. Kill the Cyclops then turn
your attention to the trio of Nousjadel-Gers; with luck, no one will have
their Valkerie sterilised. Destroying the first trio of Male Power Armour will
trigger a second trio to arrive. Once all enemies are shot down, the mission
ends.
Road to Ruin
Recommended: VF-1J
Time to save Minmei the Bimbo. Proceed down the street to the park in Gerwalk
mode and engage and destroy all the Battle Pods while Hikaru jerks off with
Minmei the Bimbo. Battle Pods will attack the park from both street openings.
Once Hikaru radios you that "he's done" (huhuhuhu) Jack will have the chance
to be irritated beyond belief by Minmei the Bimbo and a sixty second timer. If
Minmei the Bimbo doesn't get to the concert in time, you fail.
You will need to grab Minmei the Bimbo and proceed to the Concert by following
the road and the blue arrow pointer. Ignore the Gluuhaug Regults and take a
right at the first elevated freeway you see. Follow the road until you reach a
second elevated freeway and follow it (and the 90 degree left turn) until it
dips down again. At the dip, turn left and follow that road to the stadium and
the green drop-off zone. Dump (don't drop, dump) Minmei the Bimbo off at any
height and hang back until you can see two of the four possible "street
openings" that allow enemy mecha to waltz in and start pounding the building.
Hikaru will not be of much help here since he will be stuck in Battloid mode
(for some reason), so you will need to take up the slack using the Gerwalker
and countless Light Missiles. There is no chance to use Fighter mode at all in
the stage (unless you are exceedingly fast), so just take your Gerwalk on a
midday stroll through Battle Pod wonderland. Once the last enemy bites it,
you'll complete the mission and "Celebrate the Joy with Minmei". The Bimbo.
Deadly Storm (Boss Stage)
Recommended: VF-1J
This will be very much like Party Crashers, except you will protecting (rather
than fighting with) Fizzy Izzy. The ace in the Queadluun-Rau from Force of
Arms introduces herself as Kiyora and begins attacking in earnest. You should
attack Kiyora much like you did the first time in Force of Arms, except with
your increased payload, you can take more pot-shots at her and still be able
to throw out chaff to cover you and Izzy. Remember to focus entirely on Kiyora
and to attack her using jousting techniques (dash past her while firing).
Launch missiles only after she has and always reserve chaff to be used if you
see stuff come out of her Pretty Power Armour's butt (those are love missiles,
but in the good way). Izzy will get hit as you make your passes on Kiyora, but
if you can deplete Kiyora's lifebar completely (you should avoid ramming her),
you win and move onto the next mission.
Graveyard (Boss Stage)
Recommended: VF-1A
Although you can use the VF-1J in this stage, you may want to finish it with
the 1A model in order to get the Silver Shield Award. Once on scene, race
ahead using the Gerwalk or Fighter mode and search for Izzy's Valkerie. Once
you locate the pick-up, take her and dump her anyplace where there is dry
land. You want to get rid of Izzy as fast as possible since you will need to
turn your attention to the forty foot tall krezzy snitch in the Queadluun-Rau.
You can defeat Kiyora in two ways.
The first way involves you finding suitable hard cover (the columns are not
hard cover), like one of the beached ships on the shore. Using Gerwalk, pop-
out launch all your Light Missiles at Kiyora, then switch to Battloid to
descend (and shoot down missiles). Repeat the process and you'll find that
Kiyora is very confused about where you are. Of course, you will need to set
aside ten maybe fifteen minutes for this to be successful. Occasionally,
Kiyora will get smart and dive at you past your cover, but all you need to do
is fly off and have her chase you to another hiding spot. The second way is
simply to use Fighter mode to engage her in the Graveyard. Although the
confines make it difficult, you can pull off the Heavy Missile/chaff combo on
Kiyora and still be able to come out on top (just the way I like it.
Bwuhuhuhuhu). You can of course, mix both tactics and be successful in this
mission. Either way, you win. Kiyora does not.
Little Mesa
Recommended: VF-1J
This mission is confusing at first, and looks impossible until you realise
that all you need to do is to quick snipe at all the stationary Del Regults in
the first part so you can move onto the second part. To do this first part, go
into sniper view, charge the gun and fire. Get back out of sniper view and the
Valkerie targets the next Del Regult. Go back into sniper view and charge the
gun to fire. Be sure the gun is at full charge before you fire, or the Del
Regult will sound the alarm and you will fail the mission.
After the first two Del Regults have been killed, you have limited time before
your dumb ass buddy Hiro gets discovered and you fail the mission. Change into
Fighter mode and boost to where the second Del Regult was (more or less).
Change into Battloid mode again and acquire two more Del Regults in the same
manner. Again, use Fighter mode to go up the shallow ramp leading to the base.
At the top of the ramp, use the Battloid sniper capability to acquire and kill
three Del Regults. This makes a total of seven so far, but the eighth and last
Del Regult is just past the antennae in the communications base. Kill that
last (usually un-auto-targetable) Scout Pod to let Hiro get up to the base and
get things moving.
You should use Gerwalk (or Sniper) the Battle Pods coming over the bridge.
Hiro will need your protection as he heads over the bridge, goes past the
small town, and stops at the end of some canyon. You need to do your best to
keep Battle Pods from shredding the Tomahawk's paper thin armour. Hiro will
not fire back at all until later, so you will have to do all the attacking for
him. Nice. Clear the Battle Pods out first, then attack the Re-entry Pods to
keep them from spawning out more enemies. Once Hiro stops at the canyon's end
and no cut-scene has occurred, you need to wipe out the last remaining red
dots on the RADAR before you can trigger the next phase of the stage.
Hopefully after the cut-scene, Hiro will not be in any danger of being blown
up. If he dies, you fail. If any of the civilian shelter entrances blows up
(other than the one in the cut-scene), you fail. Stick with Gerwalk and attack
the Battle Pods that come into the culvert. If you can spare a few shots at
the re-entry pods, do so, since you will attacking them to stem the flow of
enemies later (there are four re-entry pods for this phase). Be sure to check
the RADAR for where the baddies are coming from. Once the surface pods are
clear, destroy all four re-entry pods or you fail the mission. Get the
picture? You can briefly use Fighter mode to make use of the Heavy Missiles,
but you will not be moving too far before you need to resort to Gerwalk mode
again.
Enemy Within (Boss Stage)
Recommended: VF-1J
Time for you to face off against a Destroid. Hiro will focus on killing Jack's
protectee, so you may need to put your Valkerie (in Gerwalk) in the way of the
Tomahawk's missiles. Fight Hiro as you would Skaarde, except that you'll find
that Hiro's mech is more maneuverable than the Glaug Officer Pod. Circle
Shuffle, switch between weapons, and be sure to change altitude and you'll
have no problem completing this relatively easy (if tedious) mission.

Chapter Four

Goodbye Graystone
Recommended: VF-1J
This mission will test your patience and your ability to prioritise targets.
Your overall goal is a defence mission, except that it will be long, arduous,
and completely unnecessary to the story except as a filler episode. You will
want to focus on destroying Battle Pods and not re-entry pods since that would
be a waste of missiles. You can use Fighter mode here and be very successful
in dealing with the surface plodding Regults. Heavy Missiles will nuke a
Battle Pod, so a few bursts from the main gun is only to insure that you only
need to make one pass.
Take position on the south end of town (where the two Defender Destroids are)
and loop back and forth in Fighter mode at the intruding Battle Pods. Your
Heavy Missiles will be more than enough (from a 1J as well) to deal with the
interlopers. When you have re-entry pods coming in, do not waste shots on them
and focus on the Battle Pods that get released (they are easier to kill).
Since the re-entry pods are not doing damage, there is no point in destroying
them. Re-entry pods will take off soon after releasing their cargo, so ignore
them and let them leave (a new re-entry pod will be spawned if you destroy
one, so what's the point - unless you have enough volleys and plan on using
Heavy Missiles!). Some Battle Pods will come down from the gully to the side
of the pass, so be aware of that.
Chase will order Jack to the next checkpoint after the first wave. Head there
and you'll need to repeat what you did before except without Destroid support.
Do the same thing over again, focusing on the Battle Pods instead of the re-
entry pods, and Hiro will arrive after about five minutes of heated battle to
lend a hand. What's a little bad blood between friends, eh? When the Mayor
radios for help, head over to the broadcast station and take the Mayor (in
Gerwalk) to the dust-off site. Re-entry pods will come down not just near the
radio station, but also near where the choppers will be (the Sea Sergeants).
If you have the Mayor in tow, all you need to do is cover the choppers. Remain
focused on the Battle Pods and ignore the re-entry pods. As much joy you
derive from as destroying them, you get no awards for that deed, plus you
waste ammunition. Once the choppers lift off, you pass the mission.
Narrow Escape
Recommended: VF-1J
Now to protect the choppers like in Special Delivery. This time, the forces
arrayed against you are greater and more powerful (including Gluuhaug
Regults), so you will need to switch constantly between Fighter and Gerwalk
mode. Use chaff to draw away missiles and Gerwalk to stay near the Sea
Sergeants. Destroy all opposition with Fighter Heavy Missiles and Gerwalk
Circle Shuffle. You can down re-entry pods if you have a lot of volleys and
are using Heavy Missiles. Halfway through the flight, the choppers will stop
and several Battle Pods and two re-entry pods will come after them. If you are
using Heavy Missiles, you can destroy most if not all the baddies immediately.
Acting quickly and decisively will spell your victory or defeat.
After the stop over, the choppers will again be assaulted by some remaining
Zentradi (watch for those who appear from the tunnels on the bridge). Wasting
the re-entry pods with heavy Missiles will cut down on your work load
immensely. The Sea Sergeants will escape to the end of the canyon and you will
finish this relatively short and brutal mission.
Burning Bridges
Recommended: VF-1J
More defence. This time you will be really upping the odds since Raulonves and
their love of missiles will be used on Springfield's Only Bridge Out of Town.
Unlike the comet, Zentradi pods do not burn up in the atmosphere, so you will
need to get rid of the baddies the old fashioned way. Armed with the 1J,
switch between the Fighter and Gerwalk to take out the Raulonves. The Fighter
Pods fire missiles and seemingly leave the map, but in actuality, they loop
back to do it again. Be sure to get rid of each Raulonve when you can, but
keep a look out for re-entry pods. This time, the re-entry pods are a threat,
but they should not be targeted unless you have a hell of a lot of missiles
(heavy of course). Instead focus on the Battle Pods coming out (usually two to
three batches) since they will be attempting to destroy the Only Bridge Out of
Town.
If you observe closely, you can "see" where the three LZs are for the re-entry
pods. Always try to destroy the re-entry pod nearest to the bridge since you
will have adequate time to take out any Battle Pods that get dropped from the
other two LZs. While chasing down Regults, don't forget the Raulonves buzzing
the sky. Always be on the lookout for missiles and chaff first, attack later
(the stage is run on a timer). Once the civvies pass the bridge, you finish
the stage and move the hell on.
Double Agent
Recommended: VF-1J or VF-1A or VF-1S
You can take the 1J (or even 1A) but the 1S is faster just a bit. You may be
taking heavy damage for this one, so you may consider the 1A. First thing you
need to know is that there are infinite enemies in this stage. Once you
destroy one schwarme of Battle Pods, they are respawned again in a span of
thirty seconds. Although you will want to avoid them, you need to destroy some
groups since there are Del Regults jamming your RADAR mixed into each
schwarme. Without the RADAR even I can't tell you where to find the double
agent. There is no time limit, so advance slowly and use a combination of
sniper capability, chaff, and Heavy Missiles to punch through to the double
agent.
After the cut-scene, you have three lousy minutes to reach the LZ (where you
started) to have the objective cannister picked up by a chopper. Race back and
hug the ground when you see missiles or Gluuhaug Regults. When the cost is
clear, you can fly high to shorten the distance you need to cover. If you spot
a Del Regult in the target mini-image (the upper left), blast the scout pod
and you will keep your RADAR clear and visible. Drop the cannister in the LZ
and hold off the Gluuhaug Regults sent to destroy the chopper. You have to
survive for sixty seconds. Use the RADAR and Gerwalk to stub the assault. If
you are using a 1A, you will definitely have the armour, but not the payload
to defend the chopper. The 1S may not survive the trip back from the double
agent. Again, your best choice is the 1J. BWAHAHAHAHA.
Hidden Agenda
Recommended: VF-1S
You probably may want to try out Hikaru's new VF-1S for this one. Jack will
need to destroy a dozen or so Del Regults, but the game will only allow four
to be present at any one time. You need to hunt them down using a mix of RADAR
and remembering what the spawn points look like (kinda). There are more than
four spawn points for the Scout Pods, so listing them is not necessary. The
debris field is also a ramshackle mess of metal and hulks, so any description
(even a picture) will disorient you more. Just remember that Del Regults
always give themselves away with their jamming signal, so head into the static
if you are stuck. Try to switch targets manually until the mini-image shows a
scout pod, although you should kill Gluuhaug Regults if given the chance (this
is work totalled for the Southern Cross Award).
Like Double Agent, there are infinite enemies here, so you can probably get in
a good fifty or so Battle pods each time you play this stage (you have to
finish it successfully for the awards work to count). Use the hulks and chaff
to dodge missiles and do you r best to avoid the Nousjadel-Gers that show up
as there are fewer and fewer Del Regults to process. This is an easy stage.
Mutiny
Recommended: VF-1J or 1S
Your first goal is to destroy the eight or so Liewneuatzs Shuttles bearing
away protoculture. Although they are slow, they can be quite hard to kill if
they are about to escape. Use the initial load of missiles to damage several
shuttles, then follow up with the gun and slower paced out missiles. It's
better to have several damaged shuttles and process them into alloy kibble
later than to have one severely damaged shuttle and seven undamaged ones.
Spread out your missiles but concentrate the main gun (and a missile volley)
on the shuttles most far ahead. Once all the Liewneuatzs Shuttles are gone,
the Zentradi cap-ship will start firing. Take out the Serahaug Regults only if
they get in your way, but destroy all the ship turrets and you'll finish the
stage. Easy.
Backlash
Recommended: VF-1J
Unlike Mutiny, this will be a harder mission with Liewneuatzs Shuttles
involvement. If any of the Shuttles make it to the Mission Boundary!, you
lose. The problem is that you will be constantly assaulted with missiles by
Emplaced Launchers and Gluuhaug Regults. Attack each "train" of four
Liewneuatzs in turn with Heavy Missiles and switching to Gerwalk when you get
close to finish the job. Expend as little munitions as possible on the
Gluuhaug Regults (they have thin armour), but do destroy as many Emplaced
Defences (esp. the Beam emitters) with Heavy Missiles. You can always hover by
a Liewneuatzs Shuttle in Gerwalk form and attack with the main gun as the
volleys reload. There are a total of sixteen to twenty Liewneuatzs Shuttles
that need processing before you can call this horrid mission complete. Just be
glad you do not need to come back here for any awards.
Lightning Strike
Recommended: VF-1J or VF-1A
A fun, fun mission since it is the first one to allow you near complete
freedom of action. You can blitz each concentration of Zentradi blips in
Fighter mode and Heavy Missiles, or you can take your sweet ass time and snipe
everything to death without even getting scratched. Firstly, if you choose the
former method and Rambo the way through, be prepared for a lot of missiles
coming your way. There are emplaced launchers positioned on each pass (and in
pairs) to shoot you down. Instead, you should make this a mech assault in the
classic sense and use Battloid mode to snipe everything to death. The Gerwalk
Light Missiles can be used to augment your firepower, but is not necessary. Be
sure to take out all the Emplaced Launchers on each pass before you decide to
move on. This way, if you need to beat a hasty retreat, the former spot where
the launcher was is a perfect spot to snipe at anyone dumb enough to follow
you. Head for each pocket of red blips and you may find:
The shuttle depot. Peek over the crest and you can start killing the paltry
three Regults left to guard the area (this is why Locust pilots in Battletech
never get hired). If you get too close to the shuttle depot, Battle Pods start
spawning out to attack you, so keep away from the clearing where the shuttles
are and snipe shoot all four to clear this objective.
The re-entry pod depot. One of the emplaced missile launchers is perched
overlooking the back entrance of the re-entry pod area, so head up there and
snipe at all four re-entry pods until they explode. You can also use missiles
in Gerwalk mode if you prefer. Again, do not go near the depot unless you want
to trigger Battle Pod respawns.
The protoculture depot. This is guarded by a Glaug Officer Pod who will pursue
once it sights you. This will also alert the other Serahaug and Regult pods in
the clearing, so deal with them using Gerwalk mode. Once the opposition is
gone, use Battloid mode and snipe the small grey boxes in the camp. Once all
the protoculture crates are vapourised, you can move on to another objective.
When all three depots are destroyed (shuttles, re-entry pods, and
protoculture) you clear this mission and fly off.
None Shall Pass
Recommended: VF-1J or VF-1A
A prelude to the penultimate mission Welcome to Zen City, this mission has you
face off against a mix of Battle Pods and Nousjadel-Gers. There are four Male
Power Armours in the stage and once you destroy all four, the mission ends.
Although it is quite obvious, try not to follow the road on the dam. That's
for suckers and turtles. Instead, use Fighter mode and go through the small
mountain passes to attack the Nousjadel-Gers. All four will be alerted to your
Valkerie immediately, so there's no point in pussy footing around. Use the
Fighter's Heavy Missiles to bombard half the lifebar into dust. Chaff the
Gluuhaug Regult missiles and blast them as well. The Tomahawks that support
you will be able to take care of any Battle Pod that try to cross the dam.
Just focus on the Nousjadel-Gers and once you kill all four, the stage moves
on.
Vengeance (Boss Stage)
Recommended: VF-1S or VF-1J
This boss, Gorian, must be defeated three times to earn your Titanium Medal of
Valour. The fastest way to do this is to use the 1S and repeatedly fly back
and forth the length of the dry channel next to the factory area. As a
Fighter, you move too fast to be targeted by Gorian (esp. if you boost), and
using the Heavy Missiles on every pass or so, you will damage Gorian as you
race past him. Gorian will fly around like Kiyora, but without missiles, he is
less of a threat while you are moving than if you are standing still. Unless
you try to snipe him, Gorian cannot draw a bead on your Valkerie with the
Death Beam Sterilisation Ray. Gorian tends to stop and brace himself to fire
atop the two cliffs overlooking the factory complex; you can use this to your
advantage since you can unleash a large barrage of missiles when he is
standing still and pummel his Zentradi ass to the Stone Age. Once Gorian is
dead, be sure to save. You will need to fight him a total of nine times to
earn the R.D.F. Supernova award.
Cat and Mouse
Recommended: VF-1J
Hey look, it's Izzy the useless pilot. Now she's flying a Cat's Eye. Cool. Now
she's even more useless (except as a woman). Cat and Mouse will have you
guarding the Cat's Eye recon plane of crap like you did all those other times
before. Now, you will need to be very adept at using Gerwalk and Fighter
modes. Only in Fighter mode can you out match the Raulonves and kill Battle
Pods with enough swiftness to assure the mission won't be failed. Gerwalk is
for when you need to stop and catch a breather from the mayhem and speed.
Stick close to Izzy, but try to be a little out in front to take out crap that
could damage her severely.
You should keep an eye on the RADAR in case enemies respawn (and they do) near
the Cat's Eye. These respawns include Raulonves, so once you trigger some
enemies out in front, glance at the RADAR to see if anything else popped up.
When you get to the canyon filled with emplaced defences, you should instead,
stick near Izzy so the cannons fire on you rather than the Cat's Eye. All
turrets can be pummeled with Heavy Missile volleys, and any hostile missiles
can be duped using chaff. Once Izzy reaches the end of the Canyon of Death,
the stage ends.
Stormy Friendship
Recommended: VF-1J
This is a tough stage since Hiro's Tomahawk is so easily destroyed. Instead of
making for the blue arrow pointer straight out, turn into a Fighter, vape the
Del Regult in front of you and follow the right canyon wall to avoid the crap
in the middle. Stay low to avoid the beam turrets and keep following the right
wall. When the blue arrow is 90 degrees to the RADAR's left, stop, turn and
head towards it for a cut-scene. Change into Gerwalk and soar high over the
landscape. Keep an eye on both the RADAR and what's on the main screen.
Missile volley the Regults advancing on you and Hiro's position. If you see
any reddish dots in the center and they are not on the main screen, change
into Battloid (drops faster) and kill the Battle Pod(s) immediately below you.
You want to keep Jack flying high and mighty since you can peer over the rocks
and nail the Gluuhaug Regults before they give Hiro their love rockets. Once
you stem the initial tide of crap, the remaining thrusts should be easy to
repel. Hiro will eject from the Tomahawk after a bit and you can take him back
to the Cat's Eye. Remember to stick to the canyon wall (it'll be on the left
now) to get back with the minimum of fuss. Once you reach Izzy, the mission is
over.
Defiance
Recommended: VF-1J
Another straight up dog-fight stage. This time, you will have no help at all
while you face off against a dozen or so Raulonves and a Cyclops Corvette with
Nousjadel-Gers. Like Party Crashers, but harder since you are all alone. Use
chaff and Heavy Missiles to save the day. Remember that once the Cyclops shows
up, hit it with everything you've got to reduce the number of hostile missiles
flying around. Work off the Raulonves, then finish off the Nousjadel-Gers to
complete the stage. Not a hard stage with the right tools, but you get no
awards for it (unless you count the downed Fighter Pods).
Attrition
Recommended: VF-1J
A timed mission. You have four minutes (and counting) to recover four supply
crates and get the hell back to the drop zone to defend the Sea Sergeant.
Sound fun? There will be Del Regults everywhere sanding your RADAR so you
won't know where to go. How about now? The task is simple, and you should find
a way to stop taking damage on the way back (like in Double Agent). All you
need to do for each supply crate is point your Valkerie in the general
direction of the dot and use the Fighter's boost to get there. Once the RADAR
fuzzes out, pay attention to the main screen and look for a plume of black
smoke. That's the remnants of the previous Sea Sergeants. The supply crate is
always near a plume of black smoke, so head there, blast the opposition, scoop
up the crate and fly back to the LZ as fast as you can. Most of the time limit
will involve you in Gerwalk mode heading back to the LZ. Once you retrieve all
four crates, switch to Gerwalk mode and prepare to defend the chopper for
sixty seconds again. All the Battle Pods will be artillery pods, so be
prepared for things to sting a little. Once the timer winds down, the chopper
takes off and the mission is over.

Chapter Five

Besieged
Recommended: VF-1S or 1J
You may want more targeting for this one, but you will be doing what you've
been doing for all Fighter oriented defence missions. Chaff, followed by a
dose of Heavy Missiles, will be the standard of the day. The Monster Destroids
(Heavy Howards) will be able to take care of most of the Battle Pods, but they
will be destroyed by the Raulonves, so attack the Fighter Pods first. The
Destroids will be able to take out re-entry pods too, if you weaken them
enough. Focus on dumping chaff though and using your superior speed to fly in
the rather tight airspace. Remember that the Raulonves will circle back, so be
sure to take out each one you see. The attacks will only intensify as more re-
entry pods come in to deliver payloads, so when you can, vape a re-entry pod
to lighten the burden on the allied Destroids. After a while, Chase will radio
you and a cut-scene with a Monster Destroid will ensue.
Showdown (Boss Stage)
Recommended: VF-1J or VF-1A
Here's the last time you face off with Kiyora. You cannot use the Gerwalk pop-
out fire trick since the only hard cover available puts the civilian shelters
that you need to protect at Kiyora's end of the stage. You need to attack her
and drive her away from the shelter entrances as a Fighter. Do so. Fighting
Kiyora here is just like fighting her in Force of Arms, except you need to
deplete all of her armour and you have a lower flight ceiling to work with.
Otherwise, you can Heavy Missile and chaff her love dumplings (missiles) and
beat her out each time. Your main gun of course, can do some chip damage as
well, so don't forget to blast her every chance you get. Once Kiyora falls,
the mission ends. Simple? So far. Hehehehehe. What can one do with a forty
foot tall woman's dead body? Can you say, "Walk-In Pleasure Pot?" Bwuhuhuhuhu.
No Escape
Recommended: VF-1J
This is a hard mission since it gives you only three minutes to destroy three
Liewneuatzs Shuttles and three Glaug Officer Pods none of which are near where
you begin. You want to remain in Fighter mode and zip ahead on the straights
and not boost when you make the turns. Staying low will help you avoid a lot
of the beam turrets lining the canyon walls. Follow the blue arrow pointer and
you will run into the first Glaug Pod. Expend all your Heavy Missiles and fire
on it until it explodes. From where you got to the first Glaug's clearing,
there is a nearly 90 degree left turn that leads deeper into the canyons. Keep
the blue arrow pointer on the upper edge of the RADAR as much as possible
while you navigate the twists and turns. You should have over ninety seconds
when you arrive at the Liewneuatzs Shuttle clearing.
Take out the Liewneuatzs Shuttles to stop the timer. There are three shuttles
and a load of Gluuhaug Regults and the last two Glaug Officer Pods in the
clearing. Focus on taking out the three shuttles; once you do the timers
stops, so you can retreat back to the entrance of the clearing. From there,
you can retreat as far as you need in order to reset the alertness level of
the Battle Pods in the clearing. From the entrance, you can then snipe at and
kill all the remaining Battle Pods and Officer Pods to finish the stage.
Warpath
Recommended: VF-1J or VF-1S
This is a race of sorts, except that you are racing to kill eight re-entry
pods in five minutes, and do it all before Izzy gets killed by the two Cyclops
Corvettes and countless Raulonves and Nousjadel-Gers. When you initially
start, you will not be in range to get the re-entry pods, so boost ahead and
pick your targets. There are ten re-entry pods, and you only need to waste
eight of them. Get to it once you have them in range (fire your gun to make
sure). Target the same four with a second salvo and get to work on them with
the maingun to let your volleys reload. Hustle away after destroying the first
four and circle back to get rid of the next four (same tactics). Izzy can take
the damage doled out by the Cyclops and Male Power Armour. She's very bendy.
Destroy eight shuttles and the mission ends in success.
Welcome to Zen City
Recommended: VT-1D
This stage is fun. Fun, provided if you know where to stand and snipe. It is
phenomenally easy (even on Hard) and all you need to do is take your time and
gauge where to get cover. So for pity's sake, I will tell you each of the nine
snipe points in detail (including the number of enemies, which can actually be
counted this time).

Snipe Point 1 is right near where you begin. As long as you are behind
that revetment, you cannot be seen by the enemy even if you fire on them. Use
it to take out the Del Regult and the two turrets.

Snipe Point 2 requires you to dash across the street in Fighter or Gerwalk
mode. You may get scratched by the beams, but once you are behind the bulk of
the building, you can strafe walk out behind the revetment. From cover, you
can take out the Del Regult and the two turrets. You should then aim for the
Nousjadel-Ger on the roof top in the distance. Once it is hit, it will fly
down to the middle of the rubble (street level). Snipe it a second time to
kill it. A second Nousjadel-Ger will have taken up post on the roof-top, so
take him out as well. This second Nousjadel-ger will flit down very close to
your revetment, but don't worry; as long as you stay hidden, you can inch over
to the left a bit and kill it through the opening. Now you know why the
Zentradi lost, because they were dumb.

Snipe Point 3 is not really a sniping point. It's after the second snipe
point, and all you need to do is use Gerwalk to nuke the missile launcher
around the corner. Once done, take the right fork (but stay near the center
building) for the next snipe point.

Snipe Point 4 is the revetment to the right of the building. Take out the
two turrets in the distant haze and locate the Nousjadel-Ger all from the same
spot. Once done, you can follow up on Chase's orders to rescue the Tomahawk
pilots. Snipe the leaking pipe in the drainage ditch and dump all three pilots
into the LZ to continue forward.

Before you reach the fifth snipe point, you can kill a Del Regult just
behind the building. Might as well; you'll earn the Tuna Head award soon
enough. Snipe Point 5 is just past the lone Del Regult. Take out the turret
and another Del Regult next to it before proceeding up the street. A third Del
Regult will come charging down the street (an orphan unit most likely); kill
it and move on to snipe point six.

Snipe Point 6 is tricky since you cannot see where the turret is, but you
can see where one of the Nousjadel-Gers are. Take a long hard look at the
building edge next to the revetment and you can just spot (and fire on) the
turret. The first Nousjadel here will move as soon as it takes fire, so do as
much damage first, then move away from the revetment and to the right. Hover
over the rubble but stay low. The alley on the right will have another
revetment and from there you can kill the Nousjadel-Ger from before as well as
a second Nousjadel-Ger stationed across the ditch. Be sure to check the ditch
for a Del Regult you can destroy before moving on.

Snipe Point 7 is past the ditch with the Del Regult, but you need to not
land near the area where the two Nousjadel-Gers were. Instead head to the end
of the ditch and locate a suitable revetment that stares straight down the
street. From there, you can take out the first of three turrets and advance to
another revetment and kill more turrets and a Del Regult.

Snipe Point 8 requires you to be very observant. As you round the corner,
you should see a Del Regult. Nice. Kill it instantly (sniper), but take a look
at the rubble where the scout pod was standing by initially. See if you can
maneuver the Nousjadel-Ger in the distance between that rubble and building
next to it. All you need is a small part of the Power Armour showing through
the crack and you can snipe it to death. Before you get all glad and all,
hover over to the rubble and stand on it. Inch out around the corner and kill
the last Nousjadel-Ger here.

Snipe Point 9 is on the ground and all you face are three turrets, two of
which are immediately visible. The last turret behind a turret can be sniped
at by edging out, or because it's the last turret, you can simply rush it to
death. So long as you survive, you finish the stage.

To the Death (Space) (Boss Stage)
Recommended: Super VF-1J
I suggest you save the game, quit, then reselect the stage To the Death and
add the FAST Pack to your choice Valkerie. Once Zeraal has finished his bee-
ess, change into Fighter mode and zoom along the side (lengthwise) of the ship
wreck on the right side of the screen. You should round the end of the wreck
and head for a small bit of rubble that will protect you from the two turrets
on this side of the map. Kill both ship turrets and you have a completely safe
zone (except from Zeraal) as long as you do not stray over the top of the cap-
ship wreck. True, there are two or three missile turrets on the wreck's dorsal
spine, but you can take those out at your leisure.
Against Zeraal, know that he turns sharper than a Raulonve and that he has a
Super Laser Deathray Machinegun in his Glaug Eldare Spacepod. He will also
launch missiles, so be ready to chaff. Try not to waste your missiles on
Zeraal unless you are directly behind him (and chasing him). The closer the
better. Remember that he can swivel like nothing you've seen before, so be
ready to angle up or down to avoid him. Dodging the Death Beam is easy as
well. As long as you do not head directly at him (like not looking directly at
the sun), you can out pace his aim fairly well. You can change altitude as you
rush him to penalise his aim further. Unleashing your full load of missiles in
Super Veritech mode is damn cool and highly damaging.
Just remember that Zeraal will fire more and more missiles as his health dips
lower and lower. Engage Zeraal, and evade him by pointing your Valkerie
towards Saturn (the ring planet). The Mission Boundary! will force you back,
but the time you gain is what you need to reload your volleys. Waste Zeraal
and claim the Wolf Leader award.